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Author SHA1 Message Date
kaltokri 4c66fd7cab Renamed basic.md to concepts.md and added more text 2024-01-22 17:36:32 +01:00
kaltokri 80f76b26c2 Small fixes in advanced guide 2024-01-19 16:57:33 +01:00
kaltokri 4e956c3203 New guides added 2024-01-19 11:41:09 +01:00
180 changed files with 8858 additions and 100685 deletions
-1
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@@ -57,7 +57,6 @@ jobs:
- name: Update apt-get (needed for act docker image) - name: Update apt-get (needed for act docker image)
run: | run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update sudo apt-get -qq update
- name: Install tree - name: Install tree
-3
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@@ -5,8 +5,6 @@ on:
branches: branches:
- master - master
- develop - develop
- Apple/Develop
paths: paths:
- 'Moose Setup/**/*.lua' - 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua' - 'Moose Development/**/*.lua'
@@ -49,7 +47,6 @@ jobs:
- name: Update apt-get (needed for act docker image) - name: Update apt-get (needed for act docker image)
run: | run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update sudo apt-get -qq update
- name: Install tree - name: Install tree
+5 -5
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@@ -33,7 +33,7 @@ jobs:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- name: Checkout - name: Checkout
uses: actions/checkout@v4 uses: actions/checkout@v3
- name: Setup Ruby - name: Setup Ruby
uses: ruby/setup-ruby@v1 uses: ruby/setup-ruby@v1
with: with:
@@ -43,7 +43,7 @@ jobs:
working-directory: docs/ working-directory: docs/
- name: Setup Pages - name: Setup Pages
id: pages id: pages
uses: actions/configure-pages@v4 uses: actions/configure-pages@v3
- name: Build with Jekyll - name: Build with Jekyll
# Outputs to the './_site' directory by default # Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}" run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
@@ -52,7 +52,7 @@ jobs:
working-directory: docs/ working-directory: docs/
- name: Upload artifact - name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default # Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v3 uses: actions/upload-pages-artifact@v1
with: with:
path: docs/_site/ path: docs/_site/
@@ -66,13 +66,13 @@ jobs:
steps: steps:
- name: Deploy to GitHub Pages - name: Deploy to GitHub Pages
id: deployment id: deployment
uses: actions/deploy-pages@v4 uses: actions/deploy-pages@v1
check: check:
runs-on: ubuntu-latest runs-on: ubuntu-latest
needs: deploy needs: deploy
steps: steps:
- name: Setup Node - name: Setup Node
uses: actions/setup-node@v4 uses: actions/setup-node@v3
- run: npm install linkinator - run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter - run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter
-7
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@@ -28,13 +28,6 @@ local.properties
.buildpath .buildpath
#####################
## Visual Studio Code
#####################
*.code-workspace
.vscode/
################# #################
## Visual Studio ## Visual Studio
################# #################
+2 -12
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@@ -1,17 +1,7 @@
{ {
"Lua.workspace.preloadFileSize": 10000, "Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [ "Lua.diagnostics.disable": [
"undefined-doc-name", "undefined-doc-name"
"duplicate-set-field",
"trailing-space",
"need-check-nil",
"ambiguity-1",
"undefined-doc-param",
"redundant-parameter",
"param-type-mismatch",
"deprecated",
"undefined-global",
"lowercase-global"
], ],
"Lua.diagnostics.globals": [ "Lua.diagnostics.globals": [
"BASE", "BASE",
+1 -1
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@@ -11,7 +11,7 @@
-- @module AI.AI_A2A_Cap -- @module AI.AI_A2A_Cap
-- @image AI_Combat_Air_Patrol.JPG -- @image AI_Combat_Air_Patrol.JPG
-- @type AI_A2A_CAP --- @type AI_A2A_CAP
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
@@ -1151,14 +1151,14 @@ do -- AI_A2A_DISPATCHER
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured. local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." ) self:I( "Squadron " .. SquadronName .. " captured." )
end end
end end
end end
@@ -1828,7 +1828,7 @@ do -- AI_A2A_DISPATCHER
self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 ) self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
self:T( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } ) self:I( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
-- Add the CAP to the EWR network. -- Add the CAP to the EWR network.
@@ -2085,7 +2085,7 @@ do -- AI_A2A_DISPATCHER
Intercept.EngageCeilingAltitude = EngageCeilingAltitude Intercept.EngageCeilingAltitude = EngageCeilingAltitude
Intercept.EngageAltType = EngageAltType Intercept.EngageAltType = EngageAltType
self:T( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
--- Set squadron GCI. --- Set squadron GCI.
@@ -3000,17 +3000,17 @@ do -- AI_A2A_DISPATCHER
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced. -- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if AttackerCount > DefenderCount then if AttackerCount > DefenderCount then
--self:T("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:") --self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
if AIFriendly then if AIFriendly then
local classname = AIFriendly.ClassName or "No Class Name" local classname = AIFriendly.ClassName or "No Class Name"
local unitname = AIFriendly.IdentifiableName or "No Unit Name" local unitname = AIFriendly.IdentifiableName or "No Unit Name"
--self:T("Class Name: " .. classname) --self:I("Class Name: " .. classname)
--self:T("Unit Name: " .. unitname) --self:I("Unit Name: " .. unitname)
--self:T({AIFriendly}) --self:I({AIFriendly})
end end
local Friendly = nil local Friendly = nil
if AIFriendly and AIFriendly:IsAlive() then if AIFriendly and AIFriendly:IsAlive() then
--self:T("AIFriendly alive, getting GROUP") --self:I("AIFriendly alive, getting GROUP")
Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
end end
@@ -3952,7 +3952,7 @@ end
do do
-- @type AI_A2A_GCICAP --- @type AI_A2A_GCICAP
-- @extends #AI_A2A_DISPATCHER -- @extends #AI_A2A_DISPATCHER
--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses. --- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
@@ -4322,23 +4322,23 @@ do
-- Setup squadrons -- Setup squadrons
self:T( { Airbases = AirbaseNames } ) self:I( { Airbases = AirbaseNames } )
self:T( "Defining Templates for Airbases ..." ) self:I( "Defining Templates for Airbases ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
local AirbaseCoord = Airbase:GetCoordinate() local AirbaseCoord = Airbase:GetCoordinate()
local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 ) local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
local Templates = nil local Templates = nil
self:T( { Airbase = AirbaseName } ) self:I( { Airbase = AirbaseName } )
for TemplateID, Template in pairs( self.Templates:GetSet() ) do for TemplateID, Template in pairs( self.Templates:GetSet() ) do
local Template = Template -- Wrapper.Group#GROUP local Template = Template -- Wrapper.Group#GROUP
local TemplateCoord = Template:GetCoordinate() local TemplateCoord = Template:GetCoordinate()
if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
Templates = Templates or {} Templates = Templates or {}
table.insert( Templates, Template:GetName() ) table.insert( Templates, Template:GetName() )
self:T( { Template = Template:GetName() } ) self:I( { Template = Template:GetName() } )
end end
end end
if Templates then if Templates then
@@ -4354,13 +4354,13 @@ do
self.CAPTemplates:FilterPrefixes( CapPrefixes ) self.CAPTemplates:FilterPrefixes( CapPrefixes )
self.CAPTemplates:FilterOnce() self.CAPTemplates:FilterOnce()
self:T( "Setting up CAP ..." ) self:I( "Setting up CAP ..." )
for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate ) local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
-- Now find the closest airbase from the ZONE (start or center) -- Now find the closest airbase from the ZONE (start or center)
local AirbaseDistance = 99999999 local AirbaseDistance = 99999999
local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
self:T( { CAPZoneGroup = CAPID } ) self:I( { CAPZoneGroup = CAPID } )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
@@ -4368,7 +4368,7 @@ do
local Squadron = self.DefenderSquadrons[AirbaseName] local Squadron = self.DefenderSquadrons[AirbaseName]
if Squadron then if Squadron then
local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() ) local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
self:T( { AirbaseDistance = Distance } ) self:I( { AirbaseDistance = Distance } )
if Distance < AirbaseDistance then if Distance < AirbaseDistance then
AirbaseDistance = Distance AirbaseDistance = Distance
AirbaseClosest = Airbase AirbaseClosest = Airbase
@@ -4376,7 +4376,7 @@ do
end end
end end
if AirbaseClosest then if AirbaseClosest then
self:T( { CAPAirbase = AirbaseClosest:GetName() } ) self:I( { CAPAirbase = AirbaseClosest:GetName() } )
self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" ) self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 ) self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
end end
@@ -4384,14 +4384,14 @@ do
-- Setup GCI. -- Setup GCI.
-- GCI is setup for all Squadrons. -- GCI is setup for all Squadrons.
self:T( "Setting up GCI ..." ) self:I( "Setting up GCI ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
local Squadron = self.DefenderSquadrons[AirbaseName] local Squadron = self.DefenderSquadrons[AirbaseName]
self:F( { Airbase = AirbaseName } ) self:F( { Airbase = AirbaseName } )
if Squadron then if Squadron then
self:T( { GCIAirbase = AirbaseName } ) self:I( { GCIAirbase = AirbaseName } )
self:SetSquadronGci( AirbaseName, 800, 1200 ) self:SetSquadronGci( AirbaseName, 800, 1200 )
end end
end end
+2 -4
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@@ -13,8 +13,8 @@
-- @type AI_A2A_GCI --- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -39,8 +39,6 @@
-- --
-- ## 2. AI_A2A_GCI is a FSM -- ## 2. AI_A2A_GCI is a FSM
-- --
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States -- ### 2.1 AI_A2A_GCI States
-- --
-- * **None** ( Group ): The process is not started yet. -- * **None** ( Group ): The process is not started yet.
+2 -2
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@@ -10,8 +10,8 @@
-- @image AI_Air_Patrolling.JPG -- @image AI_Air_Patrolling.JPG
-- @type AI_A2A_PATROL --- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
-- --
+4 -3
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@@ -11,8 +11,9 @@
-- @module AI.AI_A2G_BAI -- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
-- @type AI_A2G_BAI --- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
@@ -46,7 +47,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )
+4 -3
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@@ -11,8 +11,9 @@
-- @module AI.AI_A2G_CAS -- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
-- @type AI_A2G_CAS --- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
@@ -46,7 +47,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )
@@ -904,14 +904,14 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseCoordinates -- @type AI_A2G_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name. -- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
-- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates --- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_A2G_DISPATCHER.DefenseCoordinates = {} AI_A2G_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases. --- Enumerator for spawns at airbases.
-- @type AI_A2G_DISPATCHER.Takeoff -- @type AI_A2G_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff
-- @field #AI_A2G_DISPATCHER.Takeoff Takeoff --- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defines Landing location. --- Defines Landing location.
@@ -942,7 +942,7 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseQueue -- @type AI_A2G_DISPATCHER.DefenseQueue
-- @list<#AI_A2G_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ... -- @list<#AI_A2G_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
-- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue --- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
AI_A2G_DISPATCHER.DefenseQueue = {} AI_A2G_DISPATCHER.DefenseQueue = {}
--- Defense approach types. --- Defense approach types.
@@ -1136,7 +1136,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:onafterStart( From, Event, To ) function AI_A2G_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To ) self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1147,7 +1147,7 @@ do -- AI_A2G_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron ) self:ResourcePark( DefenderSquadron )
end end
self:T( "Parked resources for squadron " .. DefenderSquadron.Name ) self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
end end
end end
@@ -1201,7 +1201,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron ) function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1218,33 +1218,33 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventBaseCaptured( EventData ) function AI_A2G_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured. local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." ) self:I( "Squadron " .. SquadronName .. " captured." )
end end
end end
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventCrashOrDead( EventData ) function AI_A2G_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName ) self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventLand( EventData ) function AI_A2G_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" ) self:F( "Landed" )
@@ -1261,7 +1261,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
return return
end end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1273,7 +1273,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventEngineShutdown( EventData ) function AI_A2G_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit local DefenderUnit = EventData.IniUnit
@@ -1289,7 +1289,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
end end
end end
end end
@@ -1297,7 +1297,7 @@ do -- AI_A2G_DISPATCHER
do -- Manage the defensive behaviour do -- Manage the defensive behaviour
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by A2G defenses. -- @param #string DefenseCoordinateName The name of the coordinate to be defended by A2G defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by A2G defenses. -- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by A2G defenses.
function AI_A2G_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate ) function AI_A2G_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
@@ -1305,19 +1305,19 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityLow() function AI_A2G_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05 self.DefenseReactivity = 0.05
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityMedium() function AI_A2G_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15 self.DefenseReactivity = 0.15
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityHigh() function AI_A2G_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5 self.DefenseReactivity = 0.5
end end
@@ -1351,14 +1351,14 @@ do -- AI_A2G_DISPATCHER
-- 1. the **distance of the closest airbase to target**, being smaller than the **Defend Radius**. -- 1. the **distance of the closest airbase to target**, being smaller than the **Defend Radius**.
-- 2. the **distance to any defense reference point**. -- 2. the **distance to any defense reference point**.
-- --
-- The **default** defense radius is defined as **40000** or **40km**. Override the default defense radius when the era of the warfare is early, or, -- The **default** defense radius is defined as **400000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- when you don't want to let the AI_A2G_DISPATCHER react immediately when a certain border or area is not being crossed. -- when you don't want to let the AI_A2G_DISPATCHER react immediately when a certain border or area is not being crossed.
-- --
-- Use the method @{#AI_A2G_DISPATCHER.SetDefendRadius}() to set a specific defend radius for all squadrons, -- Use the method @{#AI_A2G_DISPATCHER.SetDefendRadius}() to set a specific defend radius for all squadrons,
-- **the Defense Radius is defined for ALL squadrons which are operational.** -- **the Defense Radius is defined for ALL squadrons which are operational.**
-- --
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #number DefenseRadius (Optional, Default = 20000) The defense radius to engage detected targets from the nearest capable and available squadron airbase. -- @param #number DefenseRadius (Optional, Default = 200000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @return #AI_A2G_DISPATCHER -- @return #AI_A2G_DISPATCHER
-- @usage -- @usage
-- --
@@ -1373,7 +1373,7 @@ do -- AI_A2G_DISPATCHER
-- --
function AI_A2G_DISPATCHER:SetDefenseRadius( DefenseRadius ) function AI_A2G_DISPATCHER:SetDefenseRadius( DefenseRadius )
self.DefenseRadius = DefenseRadius or 40000 self.DefenseRadius = DefenseRadius or 100000
self.Detection:SetAcceptRange( self.DefenseRadius ) self.Detection:SetAcceptRange( self.DefenseRadius )
@@ -1868,7 +1868,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps. -- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage -- @usage
@@ -2144,7 +2144,7 @@ do -- AI_A2G_DISPATCHER
Sead.EngageAltType = EngageAltType Sead.EngageAltType = EngageAltType
Sead.Defend = true Sead.Defend = true
self:T( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self return self
end end
@@ -2234,7 +2234,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" ) self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" )
self:T( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
@@ -2295,7 +2295,7 @@ do -- AI_A2G_DISPATCHER
Cas.EngageAltType = EngageAltType Cas.EngageAltType = EngageAltType
Cas.Defend = true Cas.Defend = true
self:T( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self return self
end end
@@ -2385,7 +2385,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" ) self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" )
self:T( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
@@ -2446,7 +2446,7 @@ do -- AI_A2G_DISPATCHER
Bai.EngageAltType = EngageAltType Bai.EngageAltType = EngageAltType
Bai.Defend = true Bai.Defend = true
self:T( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self return self
end end
@@ -2536,7 +2536,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" ) self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" )
self:T( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
@@ -3369,7 +3369,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size ) function AI_A2G_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName() local DefenderName = Defender:GetName()
@@ -3380,7 +3380,7 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) function AI_A2G_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName() local DefenderName = Defender:GetName()
@@ -3796,7 +3796,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To ) function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"LostControl", DefenderGroup:GetName()}) self:F({"LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3813,7 +3813,7 @@ do -- AI_A2G_DISPATCHER
end end
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action ) function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Home", DefenderGroup:GetName()}) self:F({"Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3894,15 +3894,11 @@ do -- AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then if Squadron then
local FirstUnit = AttackSetUnit:GetRandomSurely() local FirstUnit = AttackSetUnit:GetFirst()
if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
if self.SetSendPlayerMessages then if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup ) Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end end
else
return
end
end end
self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit ) self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
end end
@@ -3937,7 +3933,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To ) function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"Defender LostControl", DefenderGroup:GetName()}) self:F({"Defender LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3954,7 +3950,7 @@ do -- AI_A2G_DISPATCHER
end end
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action ) function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Defender Home", DefenderGroup:GetName()}) self:F({"Defender Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -4789,4 +4785,3 @@ end
end end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount}) self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end end
+3 -2
View File
@@ -13,8 +13,9 @@
-- @type AI_A2G_SEAD --- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
+27 -33
View File
@@ -9,8 +9,7 @@
-- @module AI.AI_Air -- @module AI.AI_Air
-- @image MOOSE.JPG -- @image MOOSE.JPG
--- --- @type AI_AIR
-- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}. --- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
@@ -265,7 +264,7 @@ function AI_AIR:New( AIGroup )
return self return self
end end
-- @param Wrapper.Group#GROUP self --- @param Wrapper.Group#GROUP self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function GROUP:OnEventTakeoff( EventData, Fsm ) function GROUP:OnEventTakeoff( EventData, Fsm )
Fsm:Takeoff() Fsm:Takeoff()
@@ -447,13 +446,13 @@ function AI_AIR:onafterReturn( Controllable, From, Event, To )
end end
-- @param #AI_AIR self --- @param #AI_AIR self
function AI_AIR:onbeforeStatus() function AI_AIR:onbeforeStatus()
return self.CheckStatus return self.CheckStatus
end end
-- @param #AI_AIR self --- @param #AI_AIR self
function AI_AIR:onafterStatus() function AI_AIR:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then if self.Controllable and self.Controllable:IsAlive() then
@@ -466,7 +465,7 @@ function AI_AIR:onafterStatus()
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() ) local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if DistanceFromHomeBase > self.DisengageRadius then if DistanceFromHomeBase > self.DisengageRadius then
self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" ) self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 ) self:Hold( 300 )
RTB = false RTB = false
end end
@@ -490,10 +489,10 @@ function AI_AIR:onafterStatus()
if Fuel < self.FuelThresholdPercentage then if Fuel < self.FuelThresholdPercentage then
if self.TankerName then if self.TankerName then
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" ) self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel() self:Refuel()
else else
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" ) self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -519,7 +518,7 @@ function AI_AIR:onafterStatus()
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue. -- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage. -- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" ) self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged() self:Damaged()
RTB = true RTB = true
self:SetStatusOff() self:SetStatusOff()
@@ -537,7 +536,7 @@ function AI_AIR:onafterStatus()
if Damage ~= InitialLife then if Damage ~= InitialLife then
self:Damaged() self:Damaged()
else else
self:T( self.Controllable:GetName() .. " control lost! " ) self:I( self.Controllable:GetName() .. " control lost! " )
self:LostControl() self:LostControl()
end end
@@ -561,7 +560,7 @@ function AI_AIR:onafterStatus()
end end
-- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm ) function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } ) AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
@@ -572,7 +571,7 @@ function AI_AIR.RTBRoute( AIGroup, Fsm )
end end
-- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm ) function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } ) AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
@@ -599,7 +598,7 @@ function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRTB( AIGroup, From, Event, To ) function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
@@ -618,10 +617,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Calculate the target route point. --- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate() local FromCoord = AIGroup:GetCoordinate()
if not FromCoord then return end
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!) local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3() local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 ) local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
@@ -642,13 +638,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local ToAirbaseCoord = ToTargetCoord2 local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then if Distance < 5000 then
self:T( "RTB and near the airbase!" ) self:I( "RTB and near the airbase!" )
self:Home() self:Home()
return return
end end
if not AIGroup:InAir() == true then if not AIGroup:InAir() == true then
self:T( "Not anymore in the air, considered Home." ) self:I( "Not anymore in the air, considered Home." )
self:Home() self:Home()
return return
end end
@@ -690,12 +686,12 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHome( AIGroup, From, Event, To ) function AI_AIR:onafterHome( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" ) self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
end end
@@ -704,17 +700,15 @@ end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime ) function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" ) self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
local Coordinate = AIGroup:GetCoordinate() local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
if Coordinate == nil then return end
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) ) local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self ) local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
@@ -728,17 +722,17 @@ function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
end end
-- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.Resume( AIGroup, Fsm ) function AI_AIR.Resume( AIGroup, Fsm )
AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } ) AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then if AIGroup:IsAlive() then
Fsm:__RTB( Fsm.TaskDelay ) Fsm:__RTB( Fsm.TaskDelay )
end end
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRefuel( AIGroup, From, Event, To ) function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
@@ -750,7 +744,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName ) self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
local RefuelRoute = {} local RefuelRoute = {}
@@ -804,13 +798,13 @@ end
-- @param #AI_AIR self --- @param #AI_AIR self
function AI_AIR:onafterDead() function AI_AIR:onafterDead()
self:SetStatusOff() self:SetStatusOff()
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnCrash( EventData ) function AI_AIR:OnCrash( EventData )
@@ -821,7 +815,7 @@ function AI_AIR:OnCrash( EventData )
end end
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnEjection( EventData ) function AI_AIR:OnEjection( EventData )
@@ -830,7 +824,7 @@ function AI_AIR:OnEjection( EventData )
end end
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnPilotDead( EventData ) function AI_AIR:OnPilotDead( EventData )
@@ -900,14 +900,14 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseCoordinates -- @type AI_AIR_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name. -- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
-- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates --- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_AIR_DISPATCHER.DefenseCoordinates = {} AI_AIR_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases --- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff -- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff
-- @field #AI_AIR_DISPATCHER.Takeoff Takeoff --- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location. --- Defnes Landing location.
@@ -938,7 +938,7 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseQueue -- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ... -- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
-- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue --- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {} AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types --- Defense approach types
@@ -1130,7 +1130,7 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:onafterStart( From, Event, To ) function AI_AIR_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To ) self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1141,7 +1141,7 @@ do -- AI_AIR_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron ) self:ResourcePark( DefenderSquadron )
end end
self:T( "Parked resources for squadron " .. DefenderSquadron.Name ) self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
end end
end end
@@ -1194,7 +1194,7 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron ) function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1211,31 +1211,31 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData ) function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured. local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." ) self:I( "Squadron " .. SquadronName .. " captured." )
end end
end end
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData ) function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName ) self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventLand( EventData ) function AI_AIR_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" ) self:F( "Landed" )
@@ -1252,7 +1252,7 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
return return
end end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1263,7 +1263,7 @@ do -- AI_AIR_DISPATCHER
end end
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData ) function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit local DefenderUnit = EventData.IniUnit
@@ -1279,31 +1279,31 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
end end
end end
end end
do -- Manage the defensive behaviour do -- Manage the defensive behaviour
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses. -- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses. -- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses.
function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate ) function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityLow() function AI_AIR_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05 self.DefenseReactivity = 0.05
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityMedium() function AI_AIR_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15 self.DefenseReactivity = 0.15
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityHigh() function AI_AIR_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5 self.DefenseReactivity = 0.5
end end
@@ -1867,7 +1867,7 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps. -- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage -- @usage
@@ -2769,7 +2769,7 @@ do -- AI_AIR_DISPATCHER
-- TODO: Need to model the resources in a squadron. -- TODO: Need to model the resources in a squadron.
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron -- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size ) function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
@@ -2782,7 +2782,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron -- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
@@ -2795,7 +2795,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } ) self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } )
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Wrapper.Group#GROUP Defender -- @param Wrapper.Group#GROUP Defender
-- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron. -- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron.
function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender ) function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender )
+21 -27
View File
@@ -13,8 +13,8 @@
-- @type AI_AIR_ENGAGE --- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -351,7 +351,7 @@ function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -361,7 +361,7 @@ function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
--self:SetDetectionOff() --self:SetDetectionOff()
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -374,7 +374,7 @@ function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
end end
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:OnEventDead( EventData ) function AI_AIR_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
@@ -387,9 +387,9 @@ function AI_AIR_ENGAGE:OnEventDead( EventData )
end end
-- @param Wrapper.Group#GROUP AIControllable --- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit ) function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName()))) Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit ) Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
@@ -397,14 +397,14 @@ function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM. -- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked. -- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit ) function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } ) self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName() local DefenderGroupName = DefenderGroup:GetName()
@@ -426,13 +426,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local DefenderCoord = DefenderGroup:GetPointVec3() local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if TargetCoord == nil then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
@@ -441,12 +435,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes! -- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then if TargetDistance <= EngageDistance * 9 then
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit ) self:__Engage( 0.1, AttackSetUnit )
else else
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {} local AttackTasks = {}
@@ -478,16 +472,16 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
end end
else else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling! -- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> Going RTB") self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return() self:Return()
end end
end end
-- @param Wrapper.Group#GROUP AIControllable --- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit ) function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName()))) Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1 local delay=Fsm.TaskDelay or 0.1
@@ -496,7 +490,7 @@ function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM. -- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -522,7 +516,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local DefenderCoord = DefenderGroup:GetPointVec3() local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then if not TargetCoord then
self:Return() self:Return()
return return
@@ -553,12 +547,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
if #AttackUnitTasks == 0 then if #AttackUnitTasks == 0 then
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB") self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:Return() self:Return()
return return
else else
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance)) local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:T(text) self:I(text)
DefenderGroup:OptionROEOpenFire() DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire() DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat() DefenderGroup:OptionKeepWeaponsOnThreat()
@@ -575,13 +569,13 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
end end
else else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling! -- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> returning.") self:I( DefenderGroupName .. ": No targets found -> returning.")
self:Return() self:Return()
return return
end end
end end
-- @param Wrapper.Group#GROUP AIEngage --- @param Wrapper.Group#GROUP AIEngage
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm ) function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } ) AIEngage:F( { "Resume:", AIEngage:GetName() } )
+1 -1
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Air_Patrol -- @module AI.AI_Air_Patrol
-- @image AI_Air_To_Ground_Patrol.JPG -- @image AI_Air_To_Ground_Patrol.JPG
-- @type AI_AIR_PATROL --- @type AI_AIR_PATROL
-- @extends AI.AI_Air#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} --- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
@@ -13,7 +13,7 @@
-- @type AI_AIR_SQUADRON --- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -38,7 +38,7 @@ AI_AIR_SQUADRON = {
-- @return #AI_AIR_SQUADRON -- @return #AI_AIR_SQUADRON
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount ) function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } ) self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON
+9 -8
View File
@@ -175,6 +175,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
@@ -407,7 +408,7 @@ function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off. self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable --- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageRoute( AIControllable ) function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" ) AIControllable:T( "NewEngageRoute" )
@@ -416,7 +417,7 @@ function _NewEngageRoute( AIControllable )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -428,7 +429,7 @@ function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -477,7 +478,7 @@ function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -487,7 +488,7 @@ function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 ) self:__Route( 1 )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -611,7 +612,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -622,7 +623,7 @@ function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -636,7 +637,7 @@ function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_BAI_ZONE:OnEventDead( EventData ) function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
+1 -1
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@@ -27,7 +27,7 @@
-- @module AI.AI_Balancer -- @module AI.AI_Balancer
-- @image AI_Balancing.JPG -- @image AI_Balancing.JPG
-- @type AI_BALANCER --- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient -- @field Core.Set#SET_CLIENT SetClient
-- @field Core.Spawn#SPAWN SpawnAI -- @field Core.Spawn#SPAWN SpawnAI
-- @field Wrapper.Group#GROUP Test -- @field Wrapper.Group#GROUP Test
+9 -9
View File
@@ -31,7 +31,7 @@
-- @module AI.AI_CAP -- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG -- @image AI_Combat_Air_Patrol.JPG
-- @type AI_CAP_ZONE --- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. -- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed. -- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @extends AI.AI_Patrol#AI_PATROL_ZONE
@@ -344,7 +344,7 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end end
-- @param AI.AI_CAP#AI_CAP_ZONE --- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup -- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm ) function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -355,7 +355,7 @@ function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -367,7 +367,7 @@ function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -395,7 +395,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -405,7 +405,7 @@ function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 ) self:__Route( 1 )
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -505,7 +505,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -515,7 +515,7 @@ function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
self:SetDetectionOff() self:SetDetectionOff()
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -528,7 +528,7 @@ function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:OnEventDead( EventData ) function AI_CAP_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
+9 -8
View File
@@ -162,6 +162,7 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
@@ -362,7 +363,7 @@ function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off. self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end end
-- @param AI.AI_CAS#AI_CAS_ZONE --- @param AI.AI_CAS#AI_CAS_ZONE
-- @param Wrapper.Group#GROUP EngageGroup -- @param Wrapper.Group#GROUP EngageGroup
function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm ) function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -374,7 +375,7 @@ function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -386,7 +387,7 @@ function AI_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -419,7 +420,7 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -429,7 +430,7 @@ function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 ) self:__Route( 1 )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -529,7 +530,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -540,7 +541,7 @@ function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -554,7 +555,7 @@ function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_CAS_ZONE:OnEventDead( EventData ) function AI_CAS_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
+2 -2
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo -- @module AI.AI_Cargo
-- @image Cargo.JPG -- @image Cargo.JPG
-- @type AI_CARGO --- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -547,7 +547,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty() local IsEmpty = CarrierUnit:IsCargoEmpty()
self:T({ IsEmpty = IsEmpty }) self:I({ IsEmpty = IsEmpty })
if not IsEmpty then if not IsEmpty then
AllUnloaded = false AllUnloaded = false
break break
+1 -1
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_APC -- @module AI.AI_Cargo_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG -- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_APC --- @type AI_CARGO_APC
-- @extends AI.AI_Cargo#AI_CARGO -- @extends AI.AI_Cargo#AI_CARGO
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Airplane -- @module AI.AI_Cargo_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG -- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_AIRPLANE --- @type AI_CARGO_AIRPLANE
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -116,7 +116,7 @@
-- @image AI_Cargo_Dispatcher.JPG -- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER --- @type AI_CARGO_DISPATCHER
-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo. -- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
-- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects. -- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere. -- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.
@@ -1161,7 +1161,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
else else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.", local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName())) tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:T(text) self:I(text)
end end
end end
end end
@@ -30,7 +30,7 @@
-- @module AI.AI_Cargo_Dispatcher_APC -- @module AI.AI_Cargo_Dispatcher_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG -- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_DISPATCHER_APC --- @type AI_CARGO_DISPATCHER_APC
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -24,7 +24,7 @@
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG -- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_DISPATCHER_AIRPLANE --- @type AI_CARGO_DISPATCHER_AIRPLANE
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -25,7 +25,7 @@
-- @module AI.AI_Cargo_Dispatcher_Helicopter -- @module AI.AI_Cargo_Dispatcher_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG -- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_DISPATCHER_HELICOPTER --- @type AI_CARGO_DISPATCHER_HELICOPTER
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -23,7 +23,7 @@
-- @module AI.AI_Cargo_Dispatcher_Ship -- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatcher.JPG -- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER_SHIP --- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -160,7 +160,7 @@ AI_CARGO_DISPATCHER_SHIP = {
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart() -- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() -- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- NEED MORE THOUGHT - ShippingLane is part of Warehouse....... -- NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
-- local ShippingLane = SET_GROUP:New():FilterPrefixes( "ShippingLane" ):FilterOnce():GetSetObjects() -- local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
-- --
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane ) -- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
-- AICargoDispatcherShip:Start() -- AICargoDispatcherShip:Start()
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Helicopter -- @module AI.AI_Cargo_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG -- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_HELICOPTER --- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -287,7 +287,7 @@ function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
return self return self
end end
-- @param #AI_CARGO_HELICOPTER self --- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter -- @param Wrapper.Group#GROUP Helicopter
-- @param From -- @param From
-- @param Event -- @param Event
@@ -326,7 +326,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end end
-- @param #AI_CARGO_HELICOPTER self --- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter -- @param Wrapper.Group#GROUP Helicopter
-- @param From -- @param From
-- @param Event -- @param Event
@@ -409,7 +409,7 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
end end
-- @param #AI_CARGO_HELICOPTER self --- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter -- @param Wrapper.Group#GROUP Helicopter
-- @param From -- @param From
-- @param Event -- @param Event
+1 -1
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Ship -- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatcher.JPG -- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_SHIP --- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO -- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group. --- Brings a dynamic cargo handling capability for an AI naval group.
+1 -1
View File
@@ -556,7 +556,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
if MenuFormation then if MenuFormation then
local Arguments = MenuFormation.Arguments local Arguments = MenuFormation.Arguments
--self:T({Arguments=unpack(Arguments)}) --self:I({Arguments=unpack(Arguments)})
local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu ) local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation, local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... ) function ( self, Formation, ... )
@@ -15,7 +15,7 @@
-- @image MOOSE.JPG -- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER --- @type AI_ESCORT_DISPATCHER
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -33,7 +33,7 @@ AI_ESCORT_DISPATCHER = {
ClassName = "AI_ESCORT_DISPATCHER", ClassName = "AI_ESCORT_DISPATCHER",
} }
-- @field #list --- @field #list
AI_ESCORT_DISPATCHER.AI_Escorts = {} AI_ESCORT_DISPATCHER.AI_Escorts = {}
@@ -102,7 +102,7 @@ function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
end end
-- @param #AI_ESCORT_DISPATCHER self --- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventExit( EventData ) function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
@@ -110,11 +110,11 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
local PlayerGroup = EventData.IniGroup local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } ) self:I({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } ) self:I({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup}) self:I({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()}) self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )}) self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then if self.CarrierSet:FindGroup( PlayerGroupName ) then
if self.AI_Escorts[PlayerGroupName] then if self.AI_Escorts[PlayerGroupName] then
@@ -125,7 +125,7 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
end end
-- @param #AI_ESCORT_DISPATCHER self --- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData ) function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
@@ -133,17 +133,17 @@ function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
local PlayerGroup = EventData.IniGroup local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } ) self:I({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } ) self:I({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup}) self:I({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()}) self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )}) self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then if self.CarrierSet:FindGroup( PlayerGroupName ) then
if not self.AI_Escorts[PlayerGroupName] then if not self.AI_Escorts[PlayerGroupName] then
local LeaderUnit = PlayerUnit local LeaderUnit = PlayerUnit
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot ) local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
self:T({EscortGroup = EscortGroup}) self:I({EscortGroup = EscortGroup})
self:ScheduleOnce( 1, self:ScheduleOnce( 1,
function( EscortGroup ) function( EscortGroup )
@@ -15,7 +15,7 @@
-- @image MOOSE.JPG -- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER_REQUEST --- @type AI_ESCORT_DISPATCHER_REQUEST
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -33,7 +33,7 @@ AI_ESCORT_DISPATCHER_REQUEST = {
ClassName = "AI_ESCORT_DISPATCHER_REQUEST", ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
} }
-- @field #list --- @field #list
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {} AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
@@ -80,7 +80,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
end end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self --- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData ) function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
@@ -97,7 +97,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
end end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self --- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData ) function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )
@@ -136,12 +136,12 @@
-- --
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. -- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission. -- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl** -- ### Authors: **FlightControl**
@@ -153,7 +153,7 @@
-- @type AI_ESCORT_REQUEST --- @type AI_ESCORT_REQUEST
-- @extends AI.AI_Escort#AI_ESCORT -- @extends AI.AI_Escort#AI_ESCORT
--- AI_ESCORT_REQUEST class --- AI_ESCORT_REQUEST class
@@ -228,7 +228,7 @@ function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortNa
return self return self
end end
-- @param #AI_ESCORT_REQUEST self --- @param #AI_ESCORT_REQUEST self
function AI_ESCORT_REQUEST:SpawnEscort() function AI_ESCORT_REQUEST:SpawnEscort()
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot ) local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
@@ -253,7 +253,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
self:_InitEscortMenus( EscortGroup ) self:_InitEscortMenus( EscortGroup )
self:_InitEscortRoute( EscortGroup ) self:_InitEscortRoute( EscortGroup )
-- @param #AI_ESCORT self --- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData ) function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
@@ -268,7 +268,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
end end
-- @param #AI_ESCORT_REQUEST self --- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet -- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet ) function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
@@ -290,14 +290,14 @@ function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
end end
-- @param #AI_ESCORT_REQUEST self --- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet -- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet ) function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
+16 -16
View File
@@ -34,8 +34,8 @@
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class. -- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance. -- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported. -- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates. -- @field #number dtFollow Time step between position updates.
@@ -92,12 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" ) -- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 ) -- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 ) -- LargeFormation:__Start( 1 )
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_FORMATION -- @field #AI_FORMATION
AI_FORMATION = { AI_FORMATION = {
ClassName = "AI_FORMATION", ClassName = "AI_FORMATION",
@@ -117,7 +117,7 @@ AI_FORMATION = {
AI_FORMATION.__Enum = {} AI_FORMATION.__Enum = {}
-- @type AI_FORMATION.__Enum.Formation --- @type AI_FORMATION.__Enum.Formation
-- @field #number None -- @field #number None
-- @field #number Line -- @field #number Line
-- @field #number Trail -- @field #number Trail
@@ -142,7 +142,7 @@ AI_FORMATION.__Enum.Formation = {
Box = 10, Box = 10,
} }
-- @type AI_FORMATION.__Enum.Mode --- @type AI_FORMATION.__Enum.Mode
-- @field #number Mission -- @field #number Mission
-- @field #number Formation -- @field #number Formation
AI_FORMATION.__Enum.Mode = { AI_FORMATION.__Enum.Mode = {
@@ -152,13 +152,13 @@ AI_FORMATION.__Enum.Mode = {
Reconnaissance = "R", Reconnaissance = "R",
} }
-- @type AI_FORMATION.__Enum.ReportType --- @type AI_FORMATION.__Enum.ReportType
-- @field #number All -- @field #number All
-- @field #number Airborne -- @field #number Airborne
-- @field #number GroundRadar -- @field #number GroundRadar
-- @field #number Ground -- @field #number Ground
AI_FORMATION.__Enum.ReportType = { AI_FORMATION.__Enum.ReportType = {
All = "*", Airborne = "*",
Airborne = "A", Airborne = "A",
GroundRadar = "R", GroundRadar = "R",
Ground = "G", Ground = "G",
@@ -996,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1020,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1044,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
@@ -1222,7 +1222,7 @@ function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
local CVI = { local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca), x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y, y = GH2.y + Inclination, -- + FollowFormation.y,
--y = GH2.y, y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca), z = CV2.z + CS * 10 * math.cos(Ca),
} }
+15 -24
View File
@@ -652,15 +652,15 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable+ --- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To ) function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
return self.DetectOn and self.DetectActivated return self.DetectOn and self.DetectActivated
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable --- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To ) function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
local Detected = false local Detected = false
@@ -705,7 +705,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable --- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This static method is called from the route path within the last task at the last waypoint of the Controllable. -- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable. -- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable ) function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -822,13 +822,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onbeforeStatus() function AI_PATROL_ZONE:onbeforeStatus()
return self.CheckStatus return self.CheckStatus
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStatus() function AI_PATROL_ZONE:onafterStatus()
self:F2() self:F2()
@@ -838,7 +838,7 @@ function AI_PATROL_ZONE:onafterStatus()
local Fuel = self.Controllable:GetFuelMin() local Fuel = self.Controllable:GetFuelMin()
if Fuel < self.PatrolFuelThresholdPercentage then if Fuel < self.PatrolFuelThresholdPercentage then
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" ) self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -846,25 +846,16 @@ function AI_PATROL_ZONE:onafterStatus()
OldAIControllable:SetTask( TimedOrbitTask, 10 ) OldAIControllable:SetTask( TimedOrbitTask, 10 )
RTB = true RTB = true
else
end end
-- TODO: Check GROUP damage function. -- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife() local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageThreshold then if Damage <= self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" ) self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true RTB = true
end end
if self:IsInstanceOf("AI_CAS") or self:IsInstanceOf("AI_BAI") then
local atotal,shells,rockets,bombs,missiles = self.Controllable:GetAmmunition()
local arelevant = rockets+bombs
if arelevant == 0 or missiles == 0 then
RTB = true
self:T({total=atotal,shells=shells,rockets=rockets,bombs=bombs,missiles=missiles})
self:T( self.Controllable:GetName() .. " is out of ammo, RTB!" )
end
end
if RTB == true then if RTB == true then
self:RTB() self:RTB()
else else
@@ -873,7 +864,7 @@ function AI_PATROL_ZONE:onafterStatus()
end end
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterRTB() function AI_PATROL_ZONE:onafterRTB()
self:F2() self:F2()
@@ -912,13 +903,13 @@ function AI_PATROL_ZONE:onafterRTB()
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterDead() function AI_PATROL_ZONE:onafterDead()
self:SetDetectionOff() self:SetDetectionOff()
self:SetStatusOff() self:SetStatusOff()
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnCrash( EventData ) function AI_PATROL_ZONE:OnCrash( EventData )
@@ -929,7 +920,7 @@ function AI_PATROL_ZONE:OnCrash( EventData )
end end
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnEjection( EventData ) function AI_PATROL_ZONE:OnEjection( EventData )
@@ -938,7 +929,7 @@ function AI_PATROL_ZONE:OnEjection( EventData )
end end
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnPilotDead( EventData ) function AI_PATROL_ZONE:OnPilotDead( EventData )
@@ -274,7 +274,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events --- DCS Events
-- @param #ACT_ACCOUNT_DEADS self --- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData ) function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
self:T( { "EventDead", EventData } ) self:T( { "EventDead", EventData } )
@@ -285,7 +285,7 @@ do -- ACT_ACCOUNT_DEADS
end end
end end
-- @param #ACT_ACCOUNT_DEADS self --- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData ) function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } ) self:T( { "EventDead", EventData } )
@@ -297,7 +297,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events --- DCS Events
-- @param #ACT_ACCOUNT_DEADS self --- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData ) function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } ) self:T( { "EventDead", EventData } )
@@ -200,7 +200,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To ) function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
self.TargetSetUnit:ForEachUnit( self.TargetSetUnit:ForEachUnit(
-- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit ) function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self, SCHEDULER:New( self,
+1 -1
View File
@@ -78,7 +78,7 @@ do -- CARGO_CRATE
return self return self
end end
-- @param #CARGO_CRATE self --- @param #CARGO_CRATE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CARGO_CRATE:OnEventCargoDead( EventData ) function CARGO_CRATE:OnEventCargoDead( EventData )
+1 -1
View File
@@ -598,7 +598,7 @@ do -- CARGO_GROUP
end end
--- Get the underlying GROUP object from the CARGO_GROUP. --- Get the amount of cargo units in the group.
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @return #CARGO_GROUP -- @return #CARGO_GROUP
function CARGO_GROUP:GetGroup( Cargo ) function CARGO_GROUP:GetGroup( Cargo )
@@ -72,7 +72,7 @@ do -- CARGO_SLINGLOAD
end end
-- @param #CARGO_SLINGLOAD self --- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData ) function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
+55 -144
View File
@@ -26,7 +26,7 @@
-- @module Core.Base -- @module Core.Base
-- @image Core_Base.JPG -- @image Core_Base.JPG
local _TraceOnOff = false -- default to no tracing local _TraceOnOff = true
local _TraceLevel = 1 local _TraceLevel = 1
local _TraceAll = false local _TraceAll = false
local _TraceClass = {} local _TraceClass = {}
@@ -34,12 +34,11 @@ local _TraceClassMethod = {}
local _ClassID = 0 local _ClassID = 0
--- Base class of everything ---
-- @type BASE -- @type BASE
-- @field #string ClassName The name of the class. -- @field ClassName The name of the class.
-- @field #number ClassID The ID number of the class. -- @field ClassID The ID number of the class.
-- @field #string ClassNameAndID The name of the class concatenated with the ID number of the class. -- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
-- @field Core.Scheduler#SCHEDULER Scheduler The scheduler object.
--- BASE class --- BASE class
-- --
@@ -201,7 +200,6 @@ BASE = {
States = {}, States = {},
Debug = debug, Debug = debug,
Scheduler = nil, Scheduler = nil,
Properties = {},
} }
-- @field #BASE.__ -- @field #BASE.__
@@ -212,6 +210,14 @@ BASE._ = {
Schedules = {}, --- Contains the Schedulers Active Schedules = {}, --- Contains the Schedulers Active
} }
--- The Formation Class
-- @type FORMATION
-- @field Cone A cone formation.
FORMATION = {
Cone = "Cone",
Vee = "Vee",
}
--- BASE constructor. --- BASE constructor.
-- --
-- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE. -- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
@@ -736,30 +742,6 @@ do -- Event Handling
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventNewDynamicCargo
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoLoaded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoUnloaded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a dynamic cargo crate is removed.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoRemoved
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
end end
--- Creation of a Birth Event. --- Creation of a Birth Event.
@@ -881,62 +863,6 @@ end
world.onEvent(Event) world.onEvent(Event)
end end
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventNewDynamicCargo(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.NewDynamicCargo,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoLoaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoLoaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoUnloaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoUnloaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoRemoved(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoRemoved,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- The main event handling function... This function captures all events generated for the class. --- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self -- @param #BASE self
-- @param DCS#Event event -- @param DCS#Event event
@@ -1110,31 +1036,6 @@ function BASE:ClearState( Object, StateName )
end end
end end
--- Set one property of an object.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @param Value The value that is stored. Note that the value can be a #string, but it can also be any other type!
function BASE:SetProperty(Key,Value)
self.Properties = self.Properties or {}
self.Properties[Key] = Value
end
--- Get one property of an object by the key.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @return Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
function BASE:GetProperty(Key)
self.Properties = self.Properties or {}
return self.Properties[Key]
end
--- Get all of the properties of an object in a table.
-- @param #BASE self
-- @return #table of values, indexed by keys.
function BASE:GetProperties()
return self.Properties
end
-- Trace section -- Trace section
-- Log a trace (only shown when trace is on) -- Log a trace (only shown when trace is on)
@@ -1243,28 +1144,6 @@ function BASE:TraceClassMethod( Class, Method )
self:I( "Tracing method " .. Method .. " of class " .. Class ) self:I( "Tracing method " .. Method .. " of class " .. Class )
end end
--- (Internal) Serialize arguments
-- @param #BASE self
-- @param #table Arguments
-- @return #string Text
function BASE:_Serialize(Arguments)
local text = UTILS.PrintTableToLog({Arguments}, 0, true)
text = string.gsub(text,"(\n+)","")
text = string.gsub(text,"%(%(","%(")
text = string.gsub(text,"%)%)","%)")
text = string.gsub(text,"(%s+)"," ")
return text
end
----- (Internal) Serialize arguments
---- @param #BASE self
---- @param #table Arguments
---- @return #string Text
--function BASE:_Serialize(Arguments)
-- local text=UTILS.BasicSerialize(Arguments)
-- return text
--end
--- Trace a function call. This function is private. --- Trace a function call. This function is private.
-- @param #BASE self -- @param #BASE self
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
@@ -1289,7 +1168,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, BASE:_Serialize(Arguments) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
end end
@@ -1299,7 +1178,7 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:F( Arguments ) function BASE:F( Arguments )
if BASE.Debug and _TraceOnOff == true then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1314,7 +1193,7 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:F2( Arguments ) function BASE:F2( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 2 then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1329,7 +1208,7 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:F3( Arguments ) function BASE:F3( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 3 then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1363,7 +1242,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
end end
@@ -1373,7 +1252,7 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:T( Arguments ) function BASE:T( Arguments )
if BASE.Debug and _TraceOnOff == true then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1388,7 +1267,7 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:T2( Arguments ) function BASE:T2( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 2 then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1403,7 +1282,7 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:T3( Arguments ) function BASE:T3( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 3 then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1435,7 +1314,7 @@ function BASE:E( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize(Arguments) ) ) env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
@@ -1462,7 +1341,39 @@ function BASE:I( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize(Arguments)) ) env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
--- old stuff
-- function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
-- end
-- THIS IS WHY WE NEED LUA 5.2 ...
-- function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
-- end
+3 -15
View File
@@ -8,10 +8,6 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Beacon)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky -- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
-- --
-- @module Core.Beacon -- @module Core.Beacon
@@ -38,13 +34,11 @@
-- @type BEACON -- @type BEACON
-- @field #string ClassName Name of the class "BEACON". -- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities. -- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
-- @field #number UniqueName Counter to make the unique naming work.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
BEACON = { BEACON = {
ClassName = "BEACON", ClassName = "BEACON",
Positionable = nil, Positionable = nil,
name = nil, name = nil,
UniqueName = 0,
} }
--- Beacon types supported by DCS. --- Beacon types supported by DCS.
@@ -292,7 +286,6 @@ end
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon -- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration) function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration}) self:F({TACANChannel, Message, Bearing, BeaconDuration})
self:E("This method is DEPRECATED! Please use ActivateTACAN() instead.")
local IsValid = true local IsValid = true
@@ -387,8 +380,6 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
self:F({FileName, Frequency, Modulation, Power, BeaconDuration}) self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false local IsValid = false
Modulation = Modulation or radio.modulation.AM
-- Check the filename -- Check the filename
if type(FileName) == "string" then if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then if FileName:find(".ogg") or FileName:find(".wav") then
@@ -399,7 +390,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end end
end end
if not IsValid then if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension? ", FileName}) self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end end
-- Check the Frequency -- Check the Frequency
@@ -425,9 +416,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
if IsValid then if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation}) self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID -- Note that this is looped. I have to give this transmission a unique name, I use the class ID
BEACON.UniqueName = BEACON.UniqueName + 1 trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
self.BeaconName = "MooseBeacon"..tostring(BEACON.UniqueName)
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, self.BeaconName)
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil, SCHEDULER:New( nil,
@@ -436,7 +425,6 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end, {}, BeaconDuration) end, {}, BeaconDuration)
end end
end end
return self
end end
--- Stops the Radio Beacon --- Stops the Radio Beacon
@@ -445,7 +433,7 @@ end
function BEACON:StopRadioBeacon() function BEACON:StopRadioBeacon()
self:F() self:F()
-- The unique name of the transmission is the class ID -- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(self.BeaconName) trigger.action.stopRadioTransmission(tostring(self.ID))
return self return self
end end
-924
View File
@@ -1,924 +0,0 @@
--- **Core** - Client Menu Management.
--
-- **Main Features:**
--
-- * For complex, non-static menu structures
-- * Lightweigt implementation as alternative to MENU
-- * Separation of menu tree creation from menu on the clients's side
-- * Works with a SET_CLIENT set of clients
-- * Allow manipulation of the shadow tree in various ways
-- * Push to all or only one client
-- * Change entries' menu text
-- * Option to make an entry usable once only across all clients
-- * Auto appends GROUP and CLIENT objects to menu calls
--
-- ===
--
-- ### Author: **applevangelist**
--
-- ===
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Jan 2025
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENU
--
----------------------------------------------------------------------------------------------------------------
---
-- @type CLIENTMENU
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field #string groupname Group name
-- @field #table path
-- @field #table parentpath
-- @field #CLIENTMENU Parent
-- @field Wrapper.Client#CLIENT client
-- @field #number GroupID Group ID
-- @field #number ID Entry ID
-- @field Wrapper.Group#GROUP group
-- @field #string UUID Unique ID based on path+name
-- @field #string Function
-- @field #table Functionargs
-- @field #table Children
-- @field #boolean Once
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @field #active boolean
-- @extends Core.Base#BASE
---
-- @field #CLIENTMENU
CLIENTMENU = {
ClassName = "CLIENTMENU",
lid = "",
version = "0.1.3",
name = nil,
path = nil,
group = nil,
client = nil,
GroupID = nil,
Children = {},
Once = false,
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
active = false,
}
---
-- @field #CLIENTMENU_ID
CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is. Leave as nil for a generic entry.
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated
-- @return #CLIENTMENU self
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
CLIENTMENU_ID = CLIENTMENU_ID + 1
self.ID = CLIENTMENU_ID
if Client then
self.group = Client:GetGroup()
self.client = Client
self.GroupID = self.group:GetID()
self.groupname = self.group:GetName() or "Unknown Groupname"
else
self.Generic = true
end
self.name = Text or "unknown entry"
if Parent then
if Parent:IsInstanceOf("MENU_BASE") then
self.parentpath = Parent.MenuPath
else
self.parentpath = Parent:GetPath()
Parent:AddChild(self)
end
end
self.Parent = Parent
self.Function = Function
self.Functionargs = arg or {}
table.insert(self.Functionargs,self.group)
table.insert(self.Functionargs,self.client)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic and self.active == false then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self.CallHandler = function()
local function MenuFunction()
return self.Function( unpack( self.Functionargs ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler)
if self.Once == true then
self:Clear()
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
self.active = true
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
self.active = true
end
else
if self.parentpath then
self.path = UTILS.DeepCopy(self.parentpath)
else
self.path = {}
end
self.path[#self.path+1] = Text
end
self.UUID = table.concat(self.path,";")
self:T({self.UUID})
self.Once = false
-- Log id.
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
self:T(self.lid.."Created")
return self
end
--- Create a UUID
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Parent The parent object if any
-- @param #string Text The menu entry text
-- @return #string UUID
function CLIENTMENU:CreateUUID(Parent,Text)
local path = {}
if Parent and Parent.path then
path = Parent.path
end
path[#path+1] = Text
local UUID = table.concat(path,";")
return UUID
end
--- Set the CLIENTMENUMANAGER for this entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENUMANAGER Controller The controlling object.
-- @return #CLIENTMENU self
function CLIENTMENU:SetController(Controller)
self.Controller = Controller
return self
end
--- The entry will be deleted after being used used - for menu entries with functions only.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:SetOnce()
self:T(self.lid.."SetOnce")
self.Once = true
return self
end
--- Remove the entry from the F10 menu.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveF10()
self:T(self.lid.."RemoveF10")
if self.GroupID then
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
local function RemoveFunction()
return missionCommands.removeItemForGroup(self.GroupID , self.path )
end
local status, err = pcall(RemoveFunction)
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
self.active = false
end
return self
end
--- Get the menu path table.
-- @param #CLIENTMENU self
-- @return #table Path
function CLIENTMENU:GetPath()
self:T(self.lid.."GetPath")
return self.path
end
--- Get the UUID.
-- @param #CLIENTMENU self
-- @return #string UUID
function CLIENTMENU:GetUUID()
self:T(self.lid.."GetUUID")
return self.UUID
end
--- Link a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to link as a child.
-- @return #CLIENTMENU self
function CLIENTMENU:AddChild(Child)
self:T(self.lid.."AddChild "..Child.ID)
table.insert(self.Children,Child.ID,Child)
return self
end
--- Remove a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to remove from the children.
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveChild(Child)
self:T(self.lid.."RemoveChild "..Child.ID)
table.remove(self.Children,Child.ID)
return self
end
--- Remove all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveSubEntries()
self:T(self.lid.."RemoveSubEntries")
self:T({self.Children})
for _id,_entry in pairs(self.Children) do
self:T("Removing ".._id)
if _entry then
_entry:RemoveSubEntries()
_entry:RemoveF10()
if _entry.Parent then
_entry.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(_entry.ID)
--end
--_entry = nil
end
end
return self
end
--- Remove this entry and all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:Clear()
self:T(self.lid.."Clear")
for _id,_entry in pairs(self.Children) do
if _entry then
_entry:RemoveSubEntries()
_entry = nil
end
end
self:RemoveF10()
if self.Parent then
self.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(self.ID)
--end
return self
end
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENUMANAGER
--
----------------------------------------------------------------------------------------------------------------
--- Class CLIENTMENUMANAGER
-- @type CLIENTMENUMANAGER
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
-- @field #table flattree
-- @field #table rootentries
-- @field #table menutree
-- @field #number entrycount
-- @field #boolean debug
-- @field #table PlayerMenu
-- @field #number Coalition
-- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
--
-- ===
--
-- ## CLIENTMENU and CLIENTMENUMANAGER
--
-- Manage menu structures for a SET_CLIENT of clients.
--
-- ## Concept
--
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
-- for entries etc, push to one or all clients.
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Conceptual remarks
--
-- There's a couple of things to fully understand:
--
-- 1) **CLIENTMENUMANAGER** manages a set of entries from **CLIENTMENU**, it's main purpose is to administer the *shadow menu tree*, ie. a menu structure which is not
-- (yet) visible to any client
-- 2) The entries are **CLIENTMENU** objects, which are linked in a tree form. There's two ways to create them:
-- A) in the manager with ":NewEntry()" which initially
-- adds it to the shadow menu **only**
-- B) stand-alone directly as `CLIENTMENU:NewEntry()` - here it depends on whether or not you gave a CLIENT object if the entry is created as generic entry or pushed
-- a **specific** client. **Be aware** though that the entries are not managed by the CLIENTMANAGER before the next step!
-- A generic entry can be added to the manager (and the shadow tree) with `:AddEntry()` - this will also push it to all clients(!) if no client is given, or a specific client only.
-- 3) Pushing only works for alive clients.
-- 4) Live and shadow tree entries are managed via the CLIENTMENUMANAGER object.
-- 5) `Propagate()`refreshes the menu tree for all, or a single client.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
--
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
-- local mymenu = menumgr:NewEntry("Top")
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
-- -- next one is a command menu entry, which can only be used once
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
--
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
--
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
--
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
--
-- menumgr:Propagate() -- propagate **once** to all clients in the SET_CLIENT
--
-- ## Remove a single entry's subtree
--
-- menumgr:RemoveSubEntries(mymenu_lv3a)
--
-- ## Remove a single entry and also it's subtree
--
-- menumgr:DeleteEntry(mymenu_lv3a)
--
-- ## Add a single entry
--
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
--
-- menumgr:AddEntry(baimenu)
--
-- ## Add an entry with a function
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
--
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
--
-- function TestFunction( Argument1, Argument2, Group, Client)
--
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
--
-- ## Change the text of a leaf entry in the menu tree
--
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
--
-- ## Reset a single clients menu tree
--
-- menumgr:ResetMenu(client)
--
-- ## Reset all and clear the reference tree
--
-- menumgr:ResetMenuComplete()
--
-- ## Set to auto-propagate for CLIENTs joining the SET_CLIENT **after** the script is loaded - handy if you have a single menu tree.
--
-- menumgr:InitAutoPropagation()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.6",
name = nil,
clientset = nil,
menutree = {},
flattree = {},
playertree = {},
entrycount = 0,
rootentries = {},
debug = true,
PlayerMenu = {},
Coalition = nil,
}
--- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager.
-- @param #number Coalition (Optional) Coalition of this Manager, defaults to coalition.side.BLUE
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias, Coalition)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet
self.PlayerMenu = {}
self.name = Alias or "Nightshift"
self.Coalition = Coalition or coalition.side.BLUE
-- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then
self:I(self.lid.."Created")
end
return self
end
--- [Internal] Event handling
-- @param #CLIENTMENUMANAGER self
-- @param Core.Event#EVENTDATA EventData
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:_EventHandler(EventData,Retry)
self:T(self.lid.."_EventHandler: "..EventData.id)
--self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName))
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
self:T(self.lid.."Leave event for player: "..tostring(EventData.IniPlayerName))
local Client = _DATABASE:FindClient( EventData.IniUnitName )
if Client then
self:ResetMenu(Client)
end
elseif (EventData.id == EVENTS.PlayerEnterAircraft) and EventData.IniCoalition == self.Coalition then
if EventData.IniPlayerName and EventData.IniGroup then
if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniUnitName ))) then
self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName)
if not Retry then
-- try again in 2 secs
self:ScheduleOnce(2,CLIENTMENUMANAGER._EventHandler,self,EventData,true)
end
return self
end
--self:I(self.lid.."Join event for player: "..EventData.IniPlayerName)
local player = _DATABASE:FindClient( EventData.IniUnitName )
self:Propagate(player)
end
elseif EventData.id == EVENTS.PlayerEnterUnit then
-- special for CA slots
local grp = GROUP:FindByName(EventData.IniGroupName)
if grp:IsGround() then
self:T(string.format("Player %s entered GROUND unit %s!",EventData.IniPlayerName,EventData.IniUnitName))
local IsPlayer = EventData.IniDCSUnit:getPlayerName()
if IsPlayer then
local client=_DATABASE.CLIENTS[EventData.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
-- Debug info.
self:I(string.format("Player '%s' joined ground unit '%s' of group '%s'", tostring(EventData.IniPlayerName), tostring(EventData.IniDCSUnitName), tostring(EventData.IniDCSGroupName)))
client=_DATABASE:AddClient(EventData.IniDCSUnitName)
-- Add player.
client:AddPlayer(EventData.IniPlayerName)
-- Add player.
if not _DATABASE.PLAYERS[EventData.IniPlayerName] then
_DATABASE:AddPlayer( EventData.IniUnitName, EventData.IniPlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( EventData.IniPlayerName )
Settings:SetPlayerMenu(EventData.IniUnit)
end
--local player = _DATABASE:FindClient( EventData.IniPlayerName )
self:Propagate(client)
end
end
end
return self
end
--- Set this Client Manager to auto-propagate menus **once** to newly joined players. Useful if you have **one** menu structure only. Does not automatically push follow-up changes to the client(s).
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:InitAutoPropagation()
-- Player Events
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.Ejection, self._EventHandler)
self:HandleEvent(EVENTS.Crash, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:SetEventPriority(6)
return self
end
--- Create a new entry in the **generic** structure.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
self:T(self.lid.."NewEntry "..Text or "None")
self.entrycount = self.entrycount + 1
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
if not Parent then
self.rootentries[self.entrycount] = entry
end
local depth = #entry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],entry.UUID)
self.flattree[entry.UUID] = entry
return entry
end
--- Check matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #boolean Exists
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
local exists = self.flattree[UUID] and true or false
return exists
end
--- Find matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
local entry = nil
for _gid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Entry and Entry.UUID == UUID then
entry = Entry
end
end
return entry
end
--- Find matching entries by text in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the menu entry to find.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
self:T(self.lid.."FindUUIDsByText "..Text or "None")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.name,Text,1,true) and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
else
if Entry and string.find(Entry.name,Text,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure by the menu text.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the F10 menu entry.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
self:T(self.lid.."FindEntriesByText "..Text or "None")
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
return objects, number
end
--- Find matching entries under a parent in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
self:T(self.lid.."FindUUIDsByParent")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure under a parent.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
self:T(self.lid.."FindEntriesByParent")
local matches, objects, number = self:FindUUIDsByParent(Parent)
return objects, number
end
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The menu entry.
-- @param #string Text New Text of the F10 menu entry.
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
self:T(self.lid.."ChangeEntryText "..Text or "None")
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
self:DeleteF10Entry(Entry,Client)
self:DeleteGenericEntry(Entry)
if not Entry.Parent then
self.rootentries[self.entrycount] = newentry
end
local depth = #newentry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],newentry.UUID)
self.flattree[newentry.UUID] = newentry
self:AddEntry(newentry,Client)
return self
end
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
--self:I(UTILS.PrintTableToLog(Client,1))
local knownunits = {} -- track so we can ID multi seated
local Set = self.clientset.Set
if Client then
Set = {Client}
end
self:ResetMenu(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playerunit = client:GetName()
--local playergroup = client:GetGroup()
local playername = client:GetPlayerName() or "none"
if not knownunits[playerunit] then
knownunits[playerunit] = true
else
self:I("Player in multi seat unit: "..playername)
break -- multi seat already build
end
if not self.playertree[playername] then
self.playertree[playername] = {}
end
for level,branch in pairs (self.menutree) do
self:T("Building branch:" .. level)
for _,leaf in pairs(branch) do
self:T("Building leaf:" .. leaf)
local entry = self:FindEntryByUUID(leaf)
if entry then
self:T("Found generic entry:" .. entry.UUID)
local parent = nil
if entry.Parent and entry.Parent.UUID then
parent = self.playertree[playername][entry.Parent.UUID] or self:FindEntryByUUID(entry.Parent.UUID)
end
self.playertree[playername][entry.UUID] = CLIENTMENU:NewEntry(client,entry.name,parent,entry.Function,unpack(entry.Functionargs))
self.playertree[playername][entry.UUID].Once = entry.Once
else
self:T("NO generic entry for:" .. leaf)
end
end
end
end
end
return self
end
--- Push a single previously created entry into the F10 menu structure of all clients.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to add.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
local knownunits = {}
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName() or "None"
local unitname = client:GetName()
if not knownunits[unitname] then
knownunits[unitname] = true
else
self:I("Player in multi seat unit: "..playername)
break
end
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil
if not self.playertree[playername] then
self.playertree[playername] = {}
end
if Entry.Parent and Entry.Parent.UUID then
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
end
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
self.playertree[playername][Entry.UUID].Once = Entry.Once
else
self:T("NO generic entry given")
end
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenu(Client)
self:T(self.lid.."ResetMenu")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry,Client)
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenuComplete()
self:T(self.lid.."ResetMenuComplete")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry)
end
end
self.playertree = nil
self.playertree = {}
self.rootentries = nil
self.rootentries = {}
self.menutree = nil
self.menutree = {}
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
if centry then
--self:I("Match for "..Entry.UUID)
centry:Clear()
end
end
end
end
return self
end
--- Remove the entry and all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
self:T(self.lid.."DeleteGenericEntry")
if Entry.Children and #Entry.Children > 0 then
self:RemoveGenericSubEntries(Entry)
end
local depth = #Entry.path
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
--self:I("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T(self.lid.."RemoveGenericSubEntries")
local depth = #Entry.path + 1
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
self:T(self.lid.."RemoveSubEntries")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
centry:RemoveSubEntries()
end
end
end
return self
end
----------------------------------------------------------------------------------------------------------------
--
-- End ClientMenu
--
----------------------------------------------------------------------------------------------------------------
+38 -330
View File
@@ -20,7 +20,6 @@
-- * Manage database of hits to units and statics. -- * Manage database of hits to units and statics.
-- * Manage database of destroys of units and statics. -- * Manage database of destroys of units and statics.
-- * Manage database of @{Core.Zone#ZONE_BASE} objects. -- * Manage database of @{Core.Zone#ZONE_BASE} objects.
-- * Manage database of @{Wrapper.DynamicCargo#DYNAMICCARGO} objects alive in the mission.
-- --
-- === -- ===
-- --
@@ -38,9 +37,6 @@
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID. -- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients. -- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages. -- @field #table STORAGES DCS warehouse storages.
-- @field #table STNS Used Link16 octal numbers for F16/15/18/AWACS planes.
-- @field #table SADL Used Link16 octal numbers for A10/C-II planes.
-- @field #table DYNAMICCARGO Dynamic Cargo objects.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator. --- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -56,7 +52,6 @@
-- * PLAYERS -- * PLAYERS
-- * CARGOS -- * CARGOS
-- * STORAGES (DCS warehouses) -- * STORAGES (DCS warehouses)
-- * DYNAMICCARGO
-- --
-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor. -- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
-- --
@@ -98,9 +93,6 @@ DATABASE = {
OPSZONES = {}, OPSZONES = {},
PATHLINES = {}, PATHLINES = {},
STORAGES = {}, STORAGES = {},
STNS={},
SADL={},
DYNAMICCARGO={},
} }
local _DATABASECoalition = local _DATABASECoalition =
@@ -139,7 +131,7 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM --self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
self:HandleEvent( EVENTS.Hit, self.AccountHits ) self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo ) self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo ) self:HandleEvent( EVENTS.DeleteCargo )
@@ -147,8 +139,6 @@ function DATABASE:New()
self:HandleEvent( EVENTS.DeleteZone ) self:HandleEvent( EVENTS.DeleteZone )
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event. --self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
-- DCS 2.9.7 Moose own dynamic cargo events
self:HandleEvent( EVENTS.DynamicCargoRemoved, self._EventOnDynamicCargoRemoved)
self:_RegisterTemplates() self:_RegisterTemplates()
self:_RegisterGroupsAndUnits() self:_RegisterGroupsAndUnits()
@@ -176,30 +166,24 @@ end
--- Adds a Unit based on the Unit Name in the DATABASE. --- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string DCSUnitName Unit name. -- @param #string DCSUnitName Unit name.
-- @param #boolean force
-- @return Wrapper.Unit#UNIT The added unit. -- @return Wrapper.Unit#UNIT The added unit.
function DATABASE:AddUnit( DCSUnitName, force ) function DATABASE:AddUnit( DCSUnitName )
local DCSunitName = DCSUnitName if not self.UNITS[DCSUnitName] then
if type(DCSunitName) == "number" then DCSunitName = string.format("%d",DCSUnitName) end
if not self.UNITS[DCSunitName] or force == true then
-- Debug info. -- Debug info.
self:T( { "Add UNIT:", DCSunitName } ) self:T( { "Add UNIT:", DCSUnitName } )
-- Register unit -- Register unit
self.UNITS[DCSunitName]=UNIT:Register(DCSunitName) self.UNITS[DCSUnitName]=UNIT:Register(DCSUnitName)
end end
return self.UNITS[DCSunitName] return self.UNITS[DCSUnitName]
end end
--- Deletes a Unit from the DATABASE based on the Unit Name. --- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName ) function DATABASE:DeleteUnit( DCSUnitName )
self:T("DeleteUnit "..tostring(DCSUnitName))
self.UNITS[DCSUnitName] = nil self.UNITS[DCSUnitName] = nil
end end
@@ -211,9 +195,10 @@ function DATABASE:AddStatic( DCSStaticName )
if not self.STATICS[DCSStaticName] then if not self.STATICS[DCSStaticName] then
self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName ) self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
return self.STATICS[DCSStaticName]
end end
return self.STATICS[DCSStaticName] return nil
end end
@@ -223,42 +208,16 @@ function DATABASE:DeleteStatic( DCSStaticName )
self.STATICS[DCSStaticName] = nil self.STATICS[DCSStaticName] = nil
end end
--- Finds a STATIC based on the Static Name. --- Finds a STATIC based on the StaticName.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string StaticName Name of the static object. -- @param #string StaticName
-- @return Wrapper.Static#STATIC The found STATIC. -- @return Wrapper.Static#STATIC The found STATIC.
function DATABASE:FindStatic( StaticName ) function DATABASE:FindStatic( StaticName )
local StaticFound = self.STATICS[StaticName] local StaticFound = self.STATICS[StaticName]
return StaticFound return StaticFound
end end
--- Add a DynamicCargo to the database.
-- @param #DATABASE self
-- @param #string Name Name of the dynamic cargo.
-- @return Wrapper.DynamicCargo#DYNAMICCARGO The dynamic cargo object.
function DATABASE:AddDynamicCargo( Name )
if not self.DYNAMICCARGO[Name] then
self.DYNAMICCARGO[Name] = DYNAMICCARGO:Register(Name)
end
return self.DYNAMICCARGO[Name]
end
--- Finds a DYNAMICCARGO based on the Dynamic Cargo Name.
-- @param #DATABASE self
-- @param #string DynamicCargoName
-- @return Wrapper.DynamicCargo#DYNAMICCARGO The found DYNAMICCARGO.
function DATABASE:FindDynamicCargo( DynamicCargoName )
local StaticFound = self.DYNAMICCARGO[DynamicCargoName]
return StaticFound
end
--- Deletes a DYNAMICCARGO from the DATABASE based on the Dynamic Cargo Name.
-- @param #DATABASE self
function DATABASE:DeleteDynamicCargo( DynamicCargoName )
self.DYNAMICCARGO[DynamicCargoName] = nil
return self
end
--- Adds a Airbase based on the Airbase Name in the DATABASE. --- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase. -- @param #string AirbaseName The name of the airbase.
@@ -850,19 +809,14 @@ end
--- Adds a CLIENT based on the ClientName in the DATABASE. --- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ClientName Name of the Client unit. -- @param #string ClientName Name of the Client unit.
-- @param #boolean Force (optional) Force registration of client.
-- @return Wrapper.Client#CLIENT The client object. -- @return Wrapper.Client#CLIENT The client object.
function DATABASE:AddClient( ClientName, Force ) function DATABASE:AddClient( ClientName )
local DCSUnitName = ClientName if not self.CLIENTS[ClientName] then
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
if type(DCSUnitName) == "number" then DCSUnitName = string.format("%d",ClientName) end
if not self.CLIENTS[DCSUnitName] or Force == true then
self.CLIENTS[DCSUnitName] = CLIENT:Register( DCSUnitName )
end end
return self.CLIENTS[DCSUnitName] return self.CLIENTS[ClientName]
end end
@@ -873,25 +827,15 @@ end
function DATABASE:FindGroup( GroupName ) function DATABASE:FindGroup( GroupName )
local GroupFound = self.GROUPS[GroupName] local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
-- see if the group exists in the API, maybe a dynamic slot
self:_RegisterDynamicGroup(GroupName)
return self.GROUPS[GroupName]
end
return GroupFound return GroupFound
end end
--- Adds a GROUP based on the GroupName in the DATABASE. --- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string GroupName function DATABASE:AddGroup( GroupName )
-- @param #boolean force
-- @return Wrapper.Group#GROUP The Group
function DATABASE:AddGroup( GroupName, force )
if not self.GROUPS[GroupName] or force == true then if not self.GROUPS[GroupName] then
self:T( { "Add GROUP:", GroupName } ) self:T( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName ) self.GROUPS[GroupName] = GROUP:Register( GroupName )
end end
@@ -903,10 +847,8 @@ end
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:AddPlayer( UnitName, PlayerName ) function DATABASE:AddPlayer( UnitName, PlayerName )
if type(UnitName) == "number" then UnitName = string.format("%d",UnitName) end
if PlayerName then if PlayerName then
self:I( { "Add player for unit:", UnitName, PlayerName } ) self:T( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName ) self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName self.PLAYERSJOINED[PlayerName] = PlayerName
@@ -914,21 +856,6 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
end end
--- Get a PlayerName by UnitName from PLAYERS in DATABASE.
-- @param #DATABASE self
-- @return #string PlayerName
-- @return Wrapper.Unit#UNIT PlayerUnit
function DATABASE:_FindPlayerNameByUnitName(UnitName)
if UnitName then
for playername,unitname in pairs(self.PLAYERS) do
if unitname == UnitName and self.PLAYERUNITS[playername] and self.PLAYERUNITS[playername]:IsAlive() then
return playername, self.PLAYERUNITS[playername]
end
end
end
return nil
end
--- Deletes a player from the DATABASE based on the Player Name. --- Deletes a player from the DATABASE based on the Player Name.
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:DeletePlayer( UnitName, PlayerName ) function DATABASE:DeletePlayer( UnitName, PlayerName )
@@ -1001,7 +928,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID, SpawnTemplate.name ) self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:T3( SpawnTemplate ) self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate ) coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@@ -1103,27 +1030,6 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end end
if UnitTemplate.AddPropAircraft then
if UnitTemplate.AddPropAircraft.STN_L16 then
local stn = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.STN_L16)
if stn == nil or stn < 1 then
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
local sadl = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.SADL_TN)
if sadl == nil or sadl < 1 then
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end end
@@ -1137,92 +1043,15 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
) )
end end
--- Get next (consecutive) free STN as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSTN(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.STNS[first] == unitname then return octal end
local nextoctal = 77777
local found = false
if 32767-first < 10 then
first = 0
end
for i=first+1,32767 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.STNS[i] = unitname
self:T("Register STN "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free STN past %05d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.STNS) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.STNS = nil
self.STNS = NewSTNS
end
return nextoctal
end
--- Get next (consecutive) free SADL as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSADL(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.SADL[first] == unitname then return octal end
local nextoctal = 7777
local found = false
if 4095-first < 10 then
first = 0
end
for i=first+1,4095 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.SADL[i] = unitname
self:T("Register SADL "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free SADL past %04d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.SADL) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.SADL = nil
self.SADL = NewSTNS
end
return nextoctal
end
--- Get group template. --- Get group template.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string GroupName Group name. -- @param #string GroupName Group name.
-- @return #table Group template table. -- @return #table Group template table.
function DATABASE:GetGroupTemplate( GroupName ) function DATABASE:GetGroupTemplate( GroupName )
local GroupTemplate=nil local GroupTemplate = self.Templates.Groups[GroupName].Template
if self.Templates.Groups[GroupName] then GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
GroupTemplate = self.Templates.Groups[GroupName].Template GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
end
return GroupTemplate return GroupTemplate
end end
@@ -1267,43 +1096,6 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
return self return self
end end
--- Get a generic static cargo group template from scratch for dynamic cargo spawns register. Does not register the template!
-- @param #DATABASE self
-- @param #string Name Name of the static.
-- @param #string Typename Typename of the static. Defaults to "container_cargo".
-- @param #number Mass Mass of the static. Defaults to 0.
-- @param #number Coalition Coalition of the static. Defaults to coalition.side.BLUE.
-- @param #number Country Country of the static. Defaults to country.id.GERMANY.
-- @return #table Static template table.
function DATABASE:_GetGenericStaticCargoGroupTemplate(Name,Typename,Mass,Coalition,Country)
local StaticTemplate = {}
StaticTemplate.name = Name or "None"
StaticTemplate.units = { [1] = {
name = Name,
resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
},
["mass"] = Mass or 0,
["category"] = "Cargos",
["canCargo"] = true,
["type"] = Typename or "container_cargo",
["rate"] = 100,
["y"] = 0,
["x"] = 0,
["heading"] = 0,
}}
StaticTemplate.CategoryID = "static"
StaticTemplate.CoalitionID = Coalition or coalition.side.BLUE
StaticTemplate.CountryID = Country or country.id.GERMANY
--UTILS.PrintTableToLog(StaticTemplate)
return StaticTemplate
end
--- Get static group template. --- Get static group template.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string StaticName Name of the static. -- @param #string StaticName Name of the static.
@@ -1377,11 +1169,7 @@ end
-- @param #string ClientName Name of the Client. -- @param #string ClientName Name of the Client.
-- @return #number Coalition ID. -- @return #number Coalition ID.
function DATABASE:GetCoalitionFromClientTemplate( ClientName ) function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then return self.Templates.ClientsByName[ClientName].CoalitionID
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end end
--- Get category ID from client name. --- Get category ID from client name.
@@ -1389,11 +1177,7 @@ end
-- @param #string ClientName Name of the Client. -- @param #string ClientName Name of the Client.
-- @return #number Category ID. -- @return #number Category ID.
function DATABASE:GetCategoryFromClientTemplate( ClientName ) function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then return self.Templates.ClientsByName[ClientName].CategoryID
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end end
--- Get country ID from client name. --- Get country ID from client name.
@@ -1401,11 +1185,7 @@ end
-- @param #string ClientName Name of the Client. -- @param #string ClientName Name of the Client.
-- @return #number Country ID. -- @return #number Country ID.
function DATABASE:GetCountryFromClientTemplate( ClientName ) function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then return self.Templates.ClientsByName[ClientName].CountryID
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end end
--- Airbase --- Airbase
@@ -1451,36 +1231,6 @@ function DATABASE:_RegisterPlayers()
return self return self
end end
--- Private method that registers a single dynamic slot Group and Units within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterDynamicGroup(Groupname)
local DCSGroup = Group.getByName(Groupname)
if DCSGroup and DCSGroup:isExist() then
-- Group name.
local DCSGroupName = DCSGroup:getName()
-- Add group.
self:I(string.format("Register Group: %s", tostring(DCSGroupName)))
self:AddGroup( DCSGroupName, true )
-- Loop over units in group.
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
-- Get unit name.
local DCSUnitName = DCSUnit:getName()
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( tostring(DCSUnitName), true )
end
else
self:E({"Group does not exist: ", DCSGroup})
end
return self
end
--- Private method that registers all Groups and Units within in the mission. --- Private method that registers all Groups and Units within in the mission.
-- @param #DATABASE self -- @param #DATABASE self
@@ -1580,28 +1330,11 @@ end
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterAirbase(airbase) function DATABASE:_RegisterAirbase(airbase)
local IsSyria = UTILS.GetDCSMap() == "Syria" and true or false
local countHSyria = 0
if airbase then if airbase then
-- Get the airbase name. -- Get the airbase name.
local DCSAirbaseName = airbase:getName() local DCSAirbaseName = airbase:getName()
-- DCS 2.9.8.1107 added 143 helipads all named H with the same object ID ..
if IsSyria and DCSAirbaseName == "H" and countHSyria > 0 then
--[[
local p = airbase:getPosition().p
local mgrs = COORDINATE:New(p.x,p.z,p.y):ToStringMGRS()
self:I("Airbase on Syria map named H @ "..mgrs)
countHSyria = countHSyria + 1
if countHSyria > 1 then return self end
--]]
return self
elseif IsSyria and DCSAirbaseName == "H" and countHSyria == 0 then
countHSyria = countHSyria + 1
end
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now. -- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=airbase:getID() local airbaseID=airbase:getID()
@@ -1641,7 +1374,7 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnBirth( Event ) function DATABASE:_EventOnBirth( Event )
self:T( { Event } ) self:F( { Event } )
if Event.IniDCSUnit then if Event.IniDCSUnit then
@@ -1650,16 +1383,6 @@ function DATABASE:_EventOnBirth( Event )
-- Add static object to DB. -- Add static object to DB.
self:AddStatic( Event.IniDCSUnitName ) self:AddStatic( Event.IniDCSUnitName )
elseif Event.IniObjectCategory == Object.Category.CARGO and string.match(Event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
-- Add dynamic cargo object to DB
local cargo = self:AddDynamicCargo(Event.IniDCSUnitName)
self:I(string.format("Adding dynamic cargo %s", tostring(Event.IniDCSUnitName)))
self:CreateEventNewDynamicCargo( cargo )
else else
if Event.IniObjectCategory == Object.Category.UNIT then if Event.IniObjectCategory == Object.Category.UNIT then
@@ -1681,8 +1404,8 @@ function DATABASE:_EventOnBirth( Event )
if Event.IniObjectCategory == Object.Category.UNIT then if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
-- Client -- Client
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
@@ -1700,8 +1423,8 @@ function DATABASE:_EventOnBirth( Event )
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName))) self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already. -- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then if not client then
client=self:AddClient(Event.IniDCSUnitName, true) client=self:AddClient(Event.IniDCSUnitName)
end end
-- Add player. -- Add player.
@@ -1712,17 +1435,12 @@ function DATABASE:_EventOnBirth( Event )
self:AddPlayer( Event.IniUnitName, PlayerName ) self:AddPlayer( Event.IniUnitName, PlayerName )
end end
local function SetPlayerSettings(self,PlayerName,IniUnit) -- Player settings.
-- Player settings. local Settings = SETTINGS:Set( PlayerName )
local Settings = SETTINGS:Set( PlayerName ) Settings:SetPlayerMenu(Event.IniUnit)
--Settings:SetPlayerMenu(Event.IniUnit)
Settings:SetPlayerMenu(IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(IniUnit)
--self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
self:ScheduleOnce(1,SetPlayerSettings,self,PlayerName,Event.IniUnit) -- Create an event.
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end end
@@ -1737,6 +1455,7 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event ) function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniDCSUnit then if Event.IniDCSUnit then
local name=Event.IniDCSUnitName local name=Event.IniDCSUnitName
@@ -1777,8 +1496,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
-- Delete unit. -- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then if self.UNITS[Event.IniDCSUnitName] then
self:ScheduleOnce(1,self.DeleteUnit,self,Event.IniDCSUnitName) self:DeleteUnit(Event.IniDCSUnitName)
--self:DeleteUnit(Event.IniDCSUnitName)
end end
-- Remove client players. -- Remove client players.
@@ -1845,15 +1563,6 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
end end
end end
--- Handles the OnDynamicCargoRemoved event to clean the active dynamic cargo table.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDynamicCargoRemoved( Event )
self:T( { Event } )
if Event.IniDynamicCargoName then
self:DeleteDynamicCargo(Event.IniDynamicCargoName)
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table. --- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self -- @param #DATABASE self
@@ -1877,7 +1586,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft! -- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniPlayerName or Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName) local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then if PlayerName then
@@ -1895,7 +1604,6 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then if client then
client:RemovePlayer(PlayerName) client:RemovePlayer(PlayerName)
--self.PLAYERSETTINGS[PlayerName] = nil
end end
end end
+37 -188
View File
@@ -194,11 +194,6 @@ world.event.S_EVENT_NEW_ZONE_GOAL = world.event.S_EVENT_MAX + 1004
world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005 world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006 world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007 world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
-- dynamic cargo
world.event.S_EVENT_NEW_DYNAMIC_CARGO = world.event.S_EVENT_MAX + 1008
world.event.S_EVENT_DYNAMIC_CARGO_LOADED = world.event.S_EVENT_MAX + 1009
world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED = world.event.S_EVENT_MAX + 1010
world.event.S_EVENT_DYNAMIC_CARGO_REMOVED = world.event.S_EVENT_MAX + 1011
--- The different types of events supported by MOOSE. --- The different types of events supported by MOOSE.
@@ -266,29 +261,17 @@ EVENTS = {
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1, SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1, WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1, WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
-- Added with DCS 2.9.x -- Added with DCS 2.9.0
--UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1, UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskComplete = world.event.S_EVENT_UNIT_TASK_COMPLETE or -1,
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1, UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
--MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1, MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1, MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1, MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1, MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
RunwayTakeoff = world.event.S_EVENT_RUNWAY_TAKEOFF or -1, PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
RunwayTouch = world.event.S_EVENT_RUNWAY_TOUCH or -1, PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
MacLMSRestart = world.event.S_EVENT_MAC_LMS_RESTART or -1,
SimulationFreeze = world.event.S_EVENT_SIMULATION_FREEZE or -1,
SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1,
HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1,
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH or -1,
-- dynamic cargo
NewDynamicCargo = world.event.S_EVENT_NEW_DYNAMIC_CARGO or -1,
DynamicCargoLoaded = world.event.S_EVENT_DYNAMIC_CARGO_LOADED or -1,
DynamicCargoUnloaded = world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED or -1,
DynamicCargoRemoved = world.event.S_EVENT_DYNAMIC_CARGO_REMOVED or -1,
} }
--- The Event structure --- The Event structure
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event: -- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
-- --
@@ -344,9 +327,6 @@ EVENTS = {
-- --
-- @field Core.Zone#ZONE Zone The zone object. -- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone. -- @field #string ZoneName The name of the zone.
--
-- @field Wrapper.DynamicCargo#DYNAMICCARGO IniDynamicCargo The dynamic cargo object.
-- @field #string IniDynamicCargoName The dynamic cargo unit name.
@@ -666,24 +646,24 @@ local _EVENTMETA = {
Text = "S_EVENT_WEAPON_DROP" Text = "S_EVENT_WEAPON_DROP"
}, },
-- DCS 2.9 -- DCS 2.9
--[EVENTS.UnitTaskTimeout] = { [EVENTS.UnitTaskTimeout] = {
-- Order = 1, Order = 1,
-- Side = "I", Side = "I",
-- Event = "OnEventUnitTaskTimeout", Event = "OnEventUnitTaskTimeout",
-- Text = "S_EVENT_UNIT_TASK_TIMEOUT " Text = "S_EVENT_UNIT_TASK_TIMEOUT "
--}, },
[EVENTS.UnitTaskStage] = { [EVENTS.UnitTaskStage] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
Event = "OnEventUnitTaskStage", Event = "OnEventUnitTaskStage",
Text = "S_EVENT_UNIT_TASK_STAGE " Text = "S_EVENT_UNIT_TASK_STAGE "
}, },
--[EVENTS.MacSubtaskScore] = { [EVENTS.MacSubtaskScore] = {
-- Order = 1, Order = 1,
--Side = "I", Side = "I",
--Event = "OnEventMacSubtaskScore", Event = "OnEventMacSubtaskScore",
--Text = "S_EVENT_MAC_SUBTASK_SCORE" Text = "S_EVENT_MAC_SUBTASK_SCORE"
--}, },
[EVENTS.MacExtraScore] = { [EVENTS.MacExtraScore] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
@@ -702,76 +682,20 @@ local _EVENTMETA = {
Event = "OnEventMissionWinner", Event = "OnEventMissionWinner",
Text = "S_EVENT_MISSION_WINNER" Text = "S_EVENT_MISSION_WINNER"
}, },
[EVENTS.RunwayTakeoff] = { [EVENTS.PostponedTakeoff] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
Event = "OnEventRunwayTakeoff", Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_RUNWAY_TAKEOFF" Text = "S_EVENT_POSTPONED_TAKEOFF"
}, },
[EVENTS.RunwayTouch] = { [EVENTS.PostponedLand] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
Event = "OnEventRunwayTouch", Event = "OnEventPostponedLand",
Text = "S_EVENT_RUNWAY_TOUCH" Text = "S_EVENT_POSTPONED_LAND"
},
[EVENTS.MacLMSRestart] = {
Order = 1,
Side = "I",
Event = "OnEventMacLMSRestart",
Text = "S_EVENT_MAC_LMS_RESTART"
},
[EVENTS.SimulationFreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationFreeze",
Text = "S_EVENT_SIMULATION_FREEZE"
},
[EVENTS.SimulationUnfreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationUnfreeze",
Text = "S_EVENT_SIMULATION_UNFREEZE"
},
[EVENTS.HumanAircraftRepairStart] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairStart",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_START"
},
[EVENTS.HumanAircraftRepairFinish] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairFinish",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
},
-- dynamic cargo
[EVENTS.NewDynamicCargo] = {
Order = 1,
Side = "I",
Event = "OnEventNewDynamicCargo",
Text = "S_EVENT_NEW_DYNAMIC_CARGO"
},
[EVENTS.DynamicCargoLoaded] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoLoaded",
Text = "S_EVENT_DYNAMIC_CARGO_LOADED"
},
[EVENTS.DynamicCargoUnloaded] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoUnloaded",
Text = "S_EVENT_DYNAMIC_CARGO_UNLOADED"
},
[EVENTS.DynamicCargoRemoved] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoRemoved",
Text = "S_EVENT_DYNAMIC_CARGO_REMOVED"
}, },
} }
--- The Events structure --- The Events structure
-- @type EVENT.Events -- @type EVENT.Events
-- @field #number IniUnit -- @field #number IniUnit
@@ -1185,62 +1109,6 @@ do -- Event Creation
world.onEvent( Event ) world.onEvent( Event )
end end
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventNewDynamicCargo(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.NewDynamicCargo,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoLoaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoLoaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoUnloaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoUnloaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoRemoved(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoRemoved,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
end end
--- Main event function. --- Main event function.
@@ -1329,7 +1197,6 @@ function EVENT:onEvent( Event )
end end
Event.IniDCSGroupName = Event.IniUnit and Event.IniUnit.GroupName or "" Event.IniDCSGroupName = Event.IniUnit and Event.IniUnit.GroupName or ""
Event.IniGroupName=Event.IniDCSGroupName --At least set the group name because group might not exist any more
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName() Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
@@ -1356,13 +1223,7 @@ function EVENT:onEvent( Event )
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
if string.match(Event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
Event.IniDynamicCargo = DYNAMICCARGO:FindByName(Event.IniUnitName)
Event.IniDynamicCargoName = Event.IniUnitName
Event.IniPlayerName = string.match(Event.IniUnitName,"^(.+)|%d%d:%d%d|PKG%d+")
else
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
end
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
@@ -1372,10 +1233,10 @@ function EVENT:onEvent( Event )
-- Scenery -- Scenery
--- ---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit.getName and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000) Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator ) Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit.getDesc and Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
elseif Event.IniObjectCategory == Object.Category.BASE then elseif Event.IniObjectCategory == Object.Category.BASE then
@@ -1440,7 +1301,7 @@ function EVENT:onEvent( Event )
-- STATIC -- STATIC
--- ---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
if Event.target.isExist and Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object, check that isExist exists (Kiowa Hellfire issue, Special K) if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
-- Workaround for borked target info on cruise missiles -- Workaround for borked target info on cruise missiles
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
@@ -1474,26 +1335,24 @@ function EVENT:onEvent( Event )
-- SCENERY -- SCENERY
--- ---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit.getName and Event.TgtDCSUnit.getName() or nil Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
if Event.TgtDCSUnitName~=nil then Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target ) Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
end end
end end
-- Weapon. -- Weapon.
if Event.weapon and type(Event.weapon) == "table" and Event.weapon.isExist and Event.weapon:isExist() then if Event.weapon then
Event.Weapon = Event.weapon Event.Weapon = Event.weapon
Event.WeaponName = Event.weapon:isExist() and Event.weapon:getTypeName() or "Unknown Weapon" Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit! Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName() Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName() --Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon.getCoalition and Event.Weapon:getCoalition() Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon.getDesc and Event.Weapon:getDesc().category Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon.getTypeName and Event.Weapon:getTypeName() Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget() --Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end end
@@ -1519,7 +1378,6 @@ function EVENT:onEvent( Event )
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos) Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition Event.MarkCoalition=Event.coalition
Event.IniCoalition=Event.coalition
Event.MarkGroupID = Event.groupID Event.MarkGroupID = Event.groupID
end end
@@ -1529,15 +1387,6 @@ function EVENT:onEvent( Event )
Event.CargoName = Event.cargo.Name Event.CargoName = Event.cargo.Name
end end
-- Dynamic cargo Object
if Event.dynamiccargo then
Event.IniDynamicCargo = Event.dynamiccargo
Event.IniDynamicCargoName = Event.IniDynamicCargo.StaticName
if Event.IniDynamicCargo.Owner or Event.IniUnitName then
Event.IniPlayerName = Event.IniDynamicCargo.Owner or string.match(Event.IniUnitName or "None|00:00|PKG00","^(.+)|%d%d:%d%d|PKG%d+")
end
end
-- Zone object. -- Zone object.
if Event.zone then if Event.zone then
Event.Zone = Event.zone Event.Zone = Event.zone
+3 -5
View File
@@ -79,7 +79,7 @@
do -- FSM do -- FSM
-- @type FSM --- @type FSM
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler. -- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
-- @field #table options Options. -- @field #table options Options.
@@ -949,8 +949,7 @@ end
do -- FSM_CONTROLLABLE do -- FSM_CONTROLLABLE
--- --- @type FSM_CONTROLLABLE
-- @type FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -1083,8 +1082,7 @@ end
do -- FSM_PROCESS do -- FSM_PROCESS
--- --- @type FSM_PROCESS
-- @type FSM_PROCESS
-- @field Tasking.Task#TASK Task -- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
+4 -4
View File
@@ -24,7 +24,7 @@
do -- Goal do -- Goal
-- @type GOAL --- @type GOAL
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized. --- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
@@ -71,10 +71,10 @@ do -- Goal
ClassName = "GOAL", ClassName = "GOAL",
} }
-- @field #table GOAL.Players --- @field #table GOAL.Players
GOAL.Players = {} GOAL.Players = {}
-- @field #number GOAL.TotalContributions --- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0 GOAL.TotalContributions = 0
--- GOAL Constructor. --- GOAL Constructor.
@@ -145,7 +145,7 @@ do -- Goal
self.TotalContributions = self.TotalContributions + 1 self.TotalContributions = self.TotalContributions + 1
end end
-- @param #GOAL self --- @param #GOAL self
-- @param #number Player contribution. -- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName ) function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0 return self.Players[PlayerName] or 0
+21 -33
View File
@@ -17,7 +17,7 @@
-- ### Author: **Applevangelist** -- ### Author: **Applevangelist**
-- --
-- Date: 5 May 2021 -- Date: 5 May 2021
-- Last Update: Mar 2023 -- Last Update: Feb 2023
-- --
-- === -- ===
--- ---
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS", ClassName = "MARKEROPS",
Tag = "mytag", Tag = "mytag",
Keywords = {}, Keywords = {},
version = "0.1.3", version = "0.1.1",
debug = false, debug = false,
Casesensitive = true, Casesensitive = true,
} }
@@ -108,30 +108,23 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
--- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map. --- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded -- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded
-- @param #MARKEROPS_BASE self -- @param #MARKEROPS_BASE self
-- @param #string From The From state. -- @param #string From The From state
-- @param #string Event The Event called. -- @param #string Event The Event called
-- @param #string To The To state. -- @param #string To The To state
-- @param #string Text The text on the marker. -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text. -- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker.
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table.
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map. --- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged -- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
-- @param #MARKEROPS_BASE self -- @param #MARKEROPS_BASE self
-- @param #string From The From state. -- @param #string From The From state
-- @param #string Event The Event called. -- @param #string Event The Event called
-- @param #string To The To state. -- @param #string To The To state
-- @param #string Text The text on the marker. -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text. -- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker. -- @param #number idx DCS Marker ID
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map. --- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted -- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@@ -140,7 +133,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Event The Event called -- @param #string Event The Event called
-- @param #string To The To state -- @param #string To The To state
--- "Stop" trigger. Used to stop the function an unhandle events --- "Stop" trigger. Used to stop the function an unhandle events
-- @function [parent=#MARKEROPS_BASE] Stop -- @function [parent=#MARKEROPS_BASE] Stop
end end
@@ -162,30 +155,29 @@ function MARKEROPS_BASE:OnEventMark(Event)
local text = tostring(Event.text) local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll() local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end end
local coalition = Event.MarkCoalition
-- decision -- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=Event.IniGroupName, vec3=Event.pos}) self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
-- Handle event -- Handle event
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event) self:MarkAdded(Eventtext,matchtable,coord)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=Event.IniGroupName, vec3=Event.pos}) self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
-- Handle event. -- Handle event.
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event) self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=Event.IniGroupName, vec3=Event.pos}) self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
-- Hande event. -- Hande event.
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
@@ -238,10 +230,8 @@ end
-- @param #string To The To state -- @param #string To The To state
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber) function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()}) self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end end
@@ -252,10 +242,8 @@ end
-- @param #string To The To state -- @param #string To The To state
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber) function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()}) self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end end
+20 -47
View File
@@ -2,7 +2,7 @@
-- --
-- === -- ===
-- --
-- ## Features: -- ### Features:
-- --
-- * Setup mission sub menus. -- * Setup mission sub menus.
-- * Setup mission command menus. -- * Setup mission command menus.
@@ -44,11 +44,7 @@
-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs. -- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
-- --
-- === -- ===
-- ---
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Menu)
--
-- ===
--
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
@@ -105,7 +101,6 @@ function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {} self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {}
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {} self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end end
--- ---
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
function MENU_INDEX:PrepareGroup( Group ) function MENU_INDEX:PrepareGroup( Group )
@@ -119,11 +114,9 @@ end
function MENU_INDEX:HasMissionMenu( Path ) function MENU_INDEX:HasMissionMenu( Path )
return self.MenuMission.Menus[Path] return self.MenuMission.Menus[Path]
end end
function MENU_INDEX:SetMissionMenu( Path, Menu ) function MENU_INDEX:SetMissionMenu( Path, Menu )
self.MenuMission.Menus[Path] = Menu self.MenuMission.Menus[Path] = Menu
end end
function MENU_INDEX:ClearMissionMenu( Path ) function MENU_INDEX:ClearMissionMenu( Path )
self.MenuMission.Menus[Path] = nil self.MenuMission.Menus[Path] = nil
end end
@@ -131,11 +124,9 @@ end
function MENU_INDEX:HasCoalitionMenu( Coalition, Path ) function MENU_INDEX:HasCoalitionMenu( Coalition, Path )
return self.Coalition[Coalition].Menus[Path] return self.Coalition[Coalition].Menus[Path]
end end
function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu ) function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu )
self.Coalition[Coalition].Menus[Path] = Menu self.Coalition[Coalition].Menus[Path] = Menu
end end
function MENU_INDEX:ClearCoalitionMenu( Coalition, Path ) function MENU_INDEX:ClearCoalitionMenu( Coalition, Path )
self.Coalition[Coalition].Menus[Path] = nil self.Coalition[Coalition].Menus[Path] = nil
end end
@@ -143,24 +134,19 @@ end
function MENU_INDEX:HasGroupMenu( Group, Path ) function MENU_INDEX:HasGroupMenu( Group, Path )
if Group and Group:IsAlive() then if Group and Group:IsAlive() then
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
if self.Group[MenuGroupName] and self.Group[MenuGroupName].Menus and self.Group[MenuGroupName].Menus[Path] then return self.Group[MenuGroupName].Menus[Path]
return self.Group[MenuGroupName].Menus[Path]
end
end end
return nil return nil
end end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu ) function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
--Group:F({MenuGroupName=MenuGroupName,Path=Path}) Group:F({MenuGroupName=MenuGroupName,Path=Path})
self.Group[MenuGroupName].Menus[Path] = Menu self.Group[MenuGroupName].Menus[Path] = Menu
end end
function MENU_INDEX:ClearGroupMenu( Group, Path ) function MENU_INDEX:ClearGroupMenu( Group, Path )
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = nil self.Group[MenuGroupName].Menus[Path] = nil
end end
function MENU_INDEX:Refresh( Group ) function MENU_INDEX:Refresh( Group )
for MenuID, Menu in pairs( self.MenuMission.Menus ) do for MenuID, Menu in pairs( self.MenuMission.Menus ) do
Menu:Refresh() Menu:Refresh()
@@ -180,8 +166,7 @@ function MENU_INDEX:Refresh( Group )
end end
do -- MENU_BASE do -- MENU_BASE
--- --- @type MENU_BASE
-- @type MENU_BASE
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Defines the main MENU class where other MENU classes are derived from. --- Defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it. -- This is an abstract class, so don't use it.
@@ -221,7 +206,6 @@ do -- MENU_BASE
return self return self
end end
function MENU_BASE:SetParentMenu( MenuText, Menu ) function MENU_BASE:SetParentMenu( MenuText, Menu )
if self.ParentMenu then if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {} self.ParentMenu.Menus = self.ParentMenu.Menus or {}
@@ -293,10 +277,8 @@ do -- MENU_BASE
end end
end end
do do -- MENU_COMMAND_BASE
--- --- @type MENU_COMMAND_BASE
-- MENU_COMMAND_BASE
-- @type MENU_COMMAND_BASE
-- @field #function MenuCallHandler -- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
@@ -361,10 +343,8 @@ do
end end
end end
do do -- MENU_MISSION
--- --- @type MENU_MISSION
-- MENU_MISSION
-- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
--- Manages the main menus for a complete mission. --- Manages the main menus for a complete mission.
-- --
@@ -529,9 +509,8 @@ do -- MENU_MISSION_COMMAND
return self return self
end end
end end
do do -- MENU_COALITION
--- MENU_COALITION --- @type MENU_COALITION
-- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
--- Manages the main menus for DCS.coalition. --- Manages the main menus for DCS.coalition.
@@ -656,10 +635,9 @@ do
return self return self
end end
end end
do do -- MENU_COALITION_COMMAND
--- MENU_COALITION_COMMAND --- @type MENU_COALITION_COMMAND
-- @type MENU_COALITION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE -- @extends Core.Menu#MENU_COMMAND_BASE
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution. --- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
@@ -747,11 +725,8 @@ do
-- So every menu for a client created must be tracked so that program logic accidentally does not create. -- So every menu for a client created must be tracked so that program logic accidentally does not create.
-- the same menus twice during initialization logic. -- the same menus twice during initialization logic.
-- These menu classes are handling this logic with this variable. -- These menu classes are handling this logic with this variable.
local _MENUGROUPS = {} local _MENUGROUPS = {}
--- @type MENU_GROUP
---
-- @type MENU_GROUP
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
@@ -782,7 +757,7 @@ do
-- MenuStatus[MenuGroupName]:Remove() -- MenuStatus[MenuGroupName]:Remove()
-- end -- end
-- --
-- -- @param Wrapper.Group#GROUP MenuGroup -- --- @param Wrapper.Group#GROUP MenuGroup
-- local function AddStatusMenu( MenuGroup ) -- local function AddStatusMenu( MenuGroup )
-- local MenuGroupName = MenuGroup:GetName() -- local MenuGroupName = MenuGroup:GetName()
-- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object. -- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
@@ -924,8 +899,8 @@ do
return self return self
end end
---
-- @type MENU_GROUP_COMMAND --- @type MENU_GROUP_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE -- @extends Core.Menu#MENU_COMMAND_BASE
--- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution. --- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
@@ -1008,8 +983,7 @@ do
end end
--- MENU_GROUP_DELAYED --- MENU_GROUP_DELAYED
do do
--- --- @type MENU_GROUP_DELAYED
-- @type MENU_GROUP_DELAYED
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
@@ -1060,7 +1034,6 @@ do
-- @param #MENU_GROUP_DELAYED self -- @param #MENU_GROUP_DELAYED self
-- @return #MENU_GROUP_DELAYED -- @return #MENU_GROUP_DELAYED
function MENU_GROUP_DELAYED:Set() function MENU_GROUP_DELAYED:Set()
if not self.GroupID then return end
do do
if not self.MenuSet then if not self.MenuSet then
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath ) missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -1133,8 +1106,8 @@ do
return self return self
end end
---
-- @type MENU_GROUP_COMMAND_DELAYED --- @type MENU_GROUP_COMMAND_DELAYED
-- @extends Core.Menu#MENU_COMMAND_BASE -- @extends Core.Menu#MENU_COMMAND_BASE
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution. --- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
+70 -67
View File
@@ -75,37 +75,35 @@ MESSAGE.Type = {
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients. --- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self -- @param self
-- @param #string Text is the text of the Message. -- @param #string MessageText is the text of the Message.
-- @param #number Duration Duration in seconds how long the message text is shown. -- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
-- @param #string Category (Optional) String expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ". -- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #boolean ClearScreen (optional) Clear all previous messages if true. -- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE self -- @return #MESSAGE
-- @usage -- @usage
-- --
-- -- Create a series of new Messages. -- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score". -- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win". -- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" ) -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score") -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
-- --
function MESSAGE:New( Text, Duration, Category, ClearScreen ) function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
self:F( { Text, Duration, Category } )
self.MessageType = nil self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title... -- When no MessageCategory is given, we don't show it as a title...
if Category and Category ~= "" then if MessageCategory and MessageCategory ~= "" then
if Category:sub( -1 ) ~= "\n" then if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = Category .. ": " self.MessageCategory = MessageCategory .. ": "
else else
self.MessageCategory = Category:sub( 1, -2 ) .. ":\n" self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
end end
else else
self.MessageCategory = "" self.MessageCategory = ""
@@ -116,9 +114,9 @@ function MESSAGE:New( Text, Duration, Category, ClearScreen )
self.ClearScreen = ClearScreen self.ClearScreen = ClearScreen
end end
self.MessageDuration = Duration or 5 self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime() self.MessageTime = timer.getTime()
self.MessageText = Text:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 ) self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
self.MessageSent = false self.MessageSent = false
self.MessageGroup = false self.MessageGroup = false
@@ -179,22 +177,40 @@ end
-- --
-- -- Send the 2 messages created with the @{New} method to the Client Group. -- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1. -- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- Client = CLIENT:FindByName("NameOfClientUnit") -- ClientGroup = Group.getByName( "ClientGroup" )
-- --
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ):ToClient( Client ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score" ):ToClient( Client ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or -- or
-- MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score"):ToClient( Client ) -- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score"):ToClient( Client ) -- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup )
-- or -- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score") -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score") -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 )
-- MessageClient1:ToClient( Client ) -- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( Client ) -- MessageClient2:ToClient( ClientGroup )
-- --
function MESSAGE:ToClient( Client, Settings ) function MESSAGE:ToClient( Client, Settings )
self:F( Client ) self:F( Client )
self:ToUnit(Client,Settings)
if Client and Client:GetClientGroupID() then
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self return self
end end
@@ -241,7 +257,6 @@ function MESSAGE:ToUnit( Unit, Settings )
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
local ID = Unit:GetID()
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end end
end end
@@ -290,11 +305,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the BLUE coalition. -- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue() -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue()
-- or -- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue() -- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue()
-- or -- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty") -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageBLUE:ToBlue() -- MessageBLUE:ToBlue()
-- --
function MESSAGE:ToBlue() function MESSAGE:ToBlue()
@@ -311,11 +326,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the RED coalition. -- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed() -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or -- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed() -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or -- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty") -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToRed() -- MessageRED:ToRed()
-- --
function MESSAGE:ToRed() function MESSAGE:ToRed()
@@ -334,11 +349,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the RED coalition. -- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or -- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED ) -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or -- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty") -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToCoalition( coalition.side.RED ) -- MessageRED:ToCoalition( coalition.side.RED )
-- --
function MESSAGE:ToCoalition( CoalitionSide, Settings ) function MESSAGE:ToCoalition( CoalitionSide, Settings )
@@ -380,36 +395,29 @@ end
--- Sends a MESSAGE to all players. --- Sends a MESSAGE to all players.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Core.Settings#Settings Settings (Optional) Settings for message display. -- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @param #number Delay (Optional) Delay in seconds before the message is send. Default instantly (`nil`). -- @return #MESSAGE
-- @return #MESSAGE self
-- @usage -- @usage
-- --
-- -- Send a message created to all players. -- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll() -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or -- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll() -- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or -- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission") -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll() -- MessageAll:ToAll()
-- --
function MESSAGE:ToAll( Settings, Delay ) function MESSAGE:ToAll( Settings )
self:F() self:F()
if Delay and Delay>0 then if self.MessageType then
self:ScheduleOnce(Delay, MESSAGE.ToAll, self, Settings, 0) local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
else self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
if self.MessageType then end
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
return self return self
@@ -464,7 +472,6 @@ _MESSAGESRS = {}
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest). -- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set. -- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from. -- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
-- @param #string Backend (optional) Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- Needed once only
@@ -472,7 +479,7 @@ _MESSAGESRS = {}
-- -- later on in your code -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend) function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" _MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
@@ -490,10 +497,6 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
_MESSAGESRS.MSRS:SetCoordinate(Coordinate) _MESSAGESRS.MSRS:SetCoordinate(Coordinate)
end end
if Backend then
_MESSAGESRS.MSRS:SetBackend(Backend)
end
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB" _MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
_MESSAGESRS.MSRS:SetCulture(Culture) _MESSAGESRS.MSRS:SetCulture(Culture)
@@ -506,10 +509,10 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
end end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE" _MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(_MESSAGESRS.label) _MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
_MESSAGESRS.port = Port or MSRS.port or 5002 _MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(_MESSAGESRS.port) _MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.volume = Volume or MSRS.volume or 1 _MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume) _MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
+3 -4
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@@ -73,7 +73,7 @@ PATHLINE = {
--- PATHLINE class version. --- PATHLINE class version.
-- @field #string version -- @field #string version
PATHLINE.version="0.1.1" PATHLINE.version="0.1.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -237,14 +237,13 @@ end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often. --- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points. -- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinates() function PATHLINE:GetCoordinats()
local vecs={} local vecs={}
for _,_point in pairs(self.points) do for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3) local coord=COORDINATE:NewFromVec3(point.vec3)
table.insert(vecs,coord)
end end
return vecs return vecs
@@ -263,7 +262,7 @@ function PATHLINE:GetPointFromIndex(n)
local point=nil --#PATHLINE.Point local point=nil --#PATHLINE.Point
if n>=1 and n<=N then if n>=1 and n<=N then
point=self.points[n] point=self.point[n]
else else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n))) self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end end
+24 -49
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@@ -110,7 +110,7 @@ do -- COORDINATE
-- --
-- ## 4.4) Get the North correction of the current location. -- ## 4.4) Get the North correction of the current location.
-- --
-- * @{#COORDINATE.GetNorthCorrectionRadians}(): Obtains the north correction at the current 3D point. -- * @{#COORDINATE.GetNorthCorrection}(): Obtains the north correction at the current 3D point.
-- --
-- ## 4.5) Point Randomization -- ## 4.5) Point Randomization
-- --
@@ -703,7 +703,6 @@ do -- COORDINATE
-- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters. -- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters.
function COORDINATE:DistanceFromPointVec2( PointVec2Reference ) function COORDINATE:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference ) self:F2( PointVec2Reference )
if not PointVec2Reference then return math.huge end
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5 local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
@@ -968,13 +967,8 @@ do -- COORDINATE
-- @return DCS#Distance Distance The distance in meters. -- @return DCS#Distance Distance The distance in meters.
function COORDINATE:Get2DDistance(TargetCoordinate) function COORDINATE:Get2DDistance(TargetCoordinate)
if not TargetCoordinate then return 1000000 end if not TargetCoordinate then return 1000000 end
--local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z} local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z}
local a = self:GetVec2() local norm=UTILS.VecNorm(a)
if not TargetCoordinate.ClassName then
TargetCoordinate=COORDINATE:NewFromVec3(TargetCoordinate)
end
local b = TargetCoordinate:GetVec2()
local norm=UTILS.VecDist2D(a,b)
return norm return norm
end end
@@ -1221,7 +1215,7 @@ do -- COORDINATE
local s = string.format( '%03d°', AngleDegrees ) local s = string.format( '%03d°', AngleDegrees )
if MagVar then if MagVar then
local variation = self:GetMagneticDeclination() or 0 local variation = UTILS.GetMagneticDeclination() or 0
local AngleMagnetic = AngleDegrees - variation local AngleMagnetic = AngleDegrees - variation
if AngleMagnetic < 0 then AngleMagnetic = 360-AngleMagnetic end if AngleMagnetic < 0 then AngleMagnetic = 360-AngleMagnetic end
@@ -1334,16 +1328,13 @@ do -- COORDINATE
-- @param Core.Settings#SETTINGS Settings -- @param Core.Settings#SETTINGS Settings
-- @param #string Language (Optional) Language "en" or "ru" -- @param #string Language (Optional) Language "en" or "ru"
-- @param #boolean MagVar If true, also state angle in magnetic -- @param #boolean MagVar If true, also state angle in magnetic
-- @param #number Precision Rounding precision, defaults to 0
-- @return #string The BR Text -- @return #string The BR Text
function COORDINATE:GetBRText( AngleRadians, Distance, Settings, Language, MagVar, Precision ) function COORDINATE:GetBRText( AngleRadians, Distance, Settings, Language, MagVar )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
Precision = Precision or 0
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, MagVar ) local BearingText = self:GetBearingText( AngleRadians, 0, Settings, MagVar )
local DistanceText = self:GetDistanceText( Distance, Settings, Language, Precision ) local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 )
local BRText = BearingText .. DistanceText local BRText = BearingText .. DistanceText
@@ -1965,18 +1956,9 @@ do -- COORDINATE
--- Smokes the point in a color. --- Smokes the point in a color.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor -- @param Utilities.Utils#SMOKECOLOR SmokeColor
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins) function COORDINATE:Smoke( SmokeColor )
function COORDINATE:Smoke( SmokeColor, name )
self:F2( { SmokeColor } ) self:F2( { SmokeColor } )
self.firename = name or "Smoke-"..math.random(1,100000) trigger.action.smoke( self:GetVec3(), SmokeColor )
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end
--- Stops smoking the point in a color.
-- @param #COORDINATE self
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
function COORDINATE:StopSmoke( name )
self:StopBigSmokeAndFire( name )
end end
--- Smoke the COORDINATE Green. --- Smoke the COORDINATE Green.
@@ -2250,7 +2232,7 @@ do -- COORDINATE
-- local MarkGroup = GROUP:FindByName( "AttackGroup" ) -- local MarkGroup = GROUP:FindByName( "AttackGroup" )
-- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup ) -- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
-- <<< logic >>> -- <<< logic >>>
-- TargetCoord:RemoveMark( MarkID ) -- The mark is now removed -- RemoveMark( MarkID ) -- The mark is now removed
function COORDINATE:RemoveMark( MarkID ) function COORDINATE:RemoveMark( MarkID )
trigger.action.removeMark( MarkID ) trigger.action.removeMark( MarkID )
end end
@@ -2686,9 +2668,9 @@ do -- COORDINATE
local date=UTILS.GetDCSMissionDate() local date=UTILS.GetDCSMissionDate()
-- Debug output. -- Debug output.
--self:I(string.format("Sun rise at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%s sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), tonumber(sunrise) or "0", Tdiff)) --self:I(string.format("Sun rise at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%d sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), sunrise, Tdiff))
if InSeconds or type(sunrise) == "string" then if InSeconds then
return sunrise return sunrise
else else
return UTILS.SecondsToClock(sunrise, true) return UTILS.SecondsToClock(sunrise, true)
@@ -2765,9 +2747,6 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff) local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff) local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end
local time=UTILS.ClockToSeconds(clock) local time=UTILS.ClockToSeconds(clock)
-- Check if time is between sunrise and sunset. -- Check if time is between sunrise and sunset.
@@ -2854,9 +2833,9 @@ do -- COORDINATE
local date=UTILS.GetDCSMissionDate() local date=UTILS.GetDCSMissionDate()
-- Debug output. -- Debug output.
--self:I(string.format("Sun set at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%s sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), tostring(sunrise) or "0", Tdiff)) --self:I(string.format("Sun set at lat=%.3f long=%.3f on %s (DayOfYear=%d): %s (%d sec of the day) (GMT %d)", Latitude, Longitude, date, DayOfYear, tostring(UTILS.SecondsToClock(sunrise)), sunrise, Tdiff))
if InSeconds or type(sunrise) == "string" then if InSeconds then
return sunrise return sunrise
else else
return UTILS.SecondsToClock(sunrise, true) return UTILS.SecondsToClock(sunrise, true)
@@ -2917,13 +2896,12 @@ do -- COORDINATE
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from. -- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA -- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @param #number Precision Rounding precision, currently full km as default (=0)
-- @return #string The BR text. -- @return #string The BR text.
function COORDINATE:ToStringBR( FromCoordinate, Settings, MagVar, Precision ) function COORDINATE:ToStringBR( FromCoordinate, Settings, MagVar )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self ) local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( FromCoordinate ) local Distance = self:Get2DDistance( FromCoordinate )
return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar, Precision ) return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar )
end end
--- Return a BRA string from a COORDINATE to the COORDINATE. --- Return a BRA string from a COORDINATE to the COORDINATE.
@@ -2959,8 +2937,6 @@ do -- COORDINATE
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local bearing = UTILS.Round( UTILS.ToDegree( AngleRadians ),0 ) local bearing = UTILS.Round( UTILS.ToDegree( AngleRadians ),0 )
local magnetic = self:GetMagneticDeclination() or 0
bearing = bearing - magnetic
local rangeMetres = self:Get2DDistance(currentCoord) local rangeMetres = self:Get2DDistance(currentCoord)
local rangeNM = UTILS.Round( UTILS.MetersToNM(rangeMetres), 0) local rangeNM = UTILS.Round( UTILS.MetersToNM(rangeMetres), 0)
@@ -3171,18 +3147,17 @@ do -- COORDINATE
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits. -- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self -- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing ) function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = tostring(Easting..string.rep("0",5-string.len(Easting) )) end if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = tostring(Northing..string.rep("0",5-string.len(Northing) )) end if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
local MGRS = { local MGRS = {
UTMZone = UTMZone, UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph, MGRSDigraph = MGRSDigraph,
Easting = tostring(Easting), Easting = Easting,
Northing = tostring(Northing), Northing = Northing,
} }
local lat, lon = coord.MGRStoLL(MGRS) local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0) local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z}) local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end end
--- Provides a coordinate string of the point, based on a coordinate format system: --- Provides a coordinate string of the point, based on a coordinate format system:
@@ -3333,8 +3308,9 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable to retrieve the settings from, otherwise the default settings will be chosen. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable to retrieve the settings from, otherwise the default settings will be chosen.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param Tasking.Task#TASK Task The task for which coordinates need to be calculated.
-- @return #string The coordinate Text in the configured coordinate system. -- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToString( Controllable, Settings ) function COORDINATE:ToString( Controllable, Settings, Task )
-- self:E( { Controllable = Controllable and Controllable:GetName() } ) -- self:E( { Controllable = Controllable and Controllable:GetName() } )
@@ -3342,7 +3318,6 @@ do -- COORDINATE
local ModeA2A = nil local ModeA2A = nil
--[[
if Task then if Task then
if Task:IsInstanceOf( TASK_A2A ) then if Task:IsInstanceOf( TASK_A2A ) then
ModeA2A = true ModeA2A = true
@@ -3359,7 +3334,7 @@ do -- COORDINATE
end end
end end
end end
--]]
if ModeA2A == nil then if ModeA2A == nil then
local IsAir = Controllable and ( Controllable:IsAirPlane() or Controllable:IsHelicopter() ) or false local IsAir = Controllable and ( Controllable:IsAirPlane() or Controllable:IsHelicopter() ) or false
@@ -3434,7 +3409,7 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter) -- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters) -- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolean IsSteep If true, area is steep -- @return #boolen IsSteep If true, area is steep
-- @return #number MaxElevation Elevation in meters measured over 100m -- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInSteepArea(Radius,Minelevation) function COORDINATE:IsInSteepArea(Radius,Minelevation)
local steep = false local steep = false
@@ -3466,7 +3441,7 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter) -- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters) -- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolean IsFlat If true, area is flat -- @return #boolen IsFlat If true, area is flat
-- @return #number MaxElevation Elevation in meters measured over 100m -- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInFlatArea(Radius,Minelevation) function COORDINATE:IsInFlatArea(Radius,Minelevation)
local steep, elev = self:IsInSteepArea(Radius,Minelevation) local steep, elev = self:IsInSteepArea(Radius,Minelevation)
+1 -2
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@@ -15,8 +15,7 @@
-- @module Core.Report -- @module Core.Report
-- @image Core_Report.JPG -- @image Core_Report.JPG
--- --- @type REPORT
-- @type REPORT
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Provides a handy means to create messages and reports. --- Provides a handy means to create messages and reports.
@@ -1,4 +1,4 @@
---- **Core** - SCHEDULEDISPATCHER dispatches the different schedules. --- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
-- --
-- === -- ===
-- --
File diff suppressed because it is too large Load Diff
+4 -7
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@@ -29,9 +29,7 @@
-- @module Core.Settings -- @module Core.Settings
-- @image Core_Settings.JPG -- @image Core_Settings.JPG
--- @type SETTINGS
---
-- @type SETTINGS
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework. --- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
@@ -220,8 +218,7 @@ SETTINGS = {
SETTINGS.__Enum = {} SETTINGS.__Enum = {}
--- --- @type SETTINGS.__Enum.Era
-- @type SETTINGS.__Enum.Era
-- @field #number WWII -- @field #number WWII
-- @field #number Korea -- @field #number Korea
-- @field #number Cold -- @field #number Cold
@@ -740,8 +737,8 @@ do -- SETTINGS
if _SETTINGS.ShowPlayerMenu == true then if _SETTINGS.ShowPlayerMenu == true then
local PlayerGroup = PlayerUnit:GetGroup() local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName() or "None" local PlayerName = PlayerUnit:GetPlayerName()
--local PlayerNames = PlayerGroup:GetPlayerNames() local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' ) local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' )
File diff suppressed because it is too large Load Diff
+8 -99
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@@ -15,7 +15,7 @@
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic) -- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
-- --
-- --
-- === -- ===
@@ -189,7 +189,6 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
self.InitStaticCategory=StaticCategory self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType self.SpawnTemplatePrefix=self.InitStaticType
self.TemplateStaticUnit = {}
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0) self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0 self.InitStaticHeading=0
@@ -197,61 +196,6 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
return self return self
end end
--- (Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects.
-- NOTE that you have to init many other parameters as the resources.
-- @param #SPAWNSTATIC self
-- @param #number CombinedWeight The weight this cargo object should have (some have fixed weights!), defaults to 1kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:_InitResourceTable(CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self.TemplateStaticUnit.resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
}
end
self:InitCargo(true)
self:InitCargoMass(CombinedWeight or 1)
return self
end
--- (User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- @param #SPAWNSTATIC self
-- @param #string Type Type of cargo. Known types are: STORAGE.Type.WEAPONS, STORAGE.Type.LIQUIDS, STORAGE.Type.AIRCRAFT. Liquids are fuel.
-- @param #string Name Name of the cargo type. Liquids can be STORAGE.LiquidName.JETFUEL, STORAGE.LiquidName.GASOLINE, STORAGE.LiquidName.MW50 and STORAGE.LiquidName.DIESEL. The currently available weapon items are available in the `ENUMS.Storage.weapons`, e.g. `ENUMS.Storage.weapons.bombs.Mk_82Y`. Aircraft go by their typename.
-- @param #number Amount of tons (liquids) or number (everything else) to add.
-- @param #number CombinedWeight Combined weight to be set to this static cargo object. NOTE - some static cargo objects have fixed weights!
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:AddCargoResource(Type,Name,Amount,CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self:_InitResourceTable(CombinedWeight)
end
if Type == STORAGE.Type.LIQUIDS and type(Name) == "string" then
self.TemplateStaticUnit.resourcePayload[Name] = Amount
else
self.TemplateStaticUnit.resourcePayload[Type] = {
[Name] = {
["amount"] = Amount,
}
}
end
UTILS.PrintTableToLog(self.TemplateStaticUnit)
return self
end
--- (User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- Handy if you spawn from cargo statics which have resources already set.
-- @param #SPAWNSTATIC self
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:ResetCargoResources()
self.TemplateStaticUnit.resourcePayload = nil
self:_InitResourceTable()
return self
end
--- Initialize heading of the spawned static. --- Initialize heading of the spawned static.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned. -- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
@@ -373,25 +317,6 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self return self
end end
--- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
-- @param #SPAWNSTATIC self
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:OnSpawnStatic( SpawnCallBackFunction, ... )
self:F( "OnSpawnStatic" )
self.SpawnFunctionHook = SpawnCallBackFunction
self.SpawnFunctionArguments = {}
if arg then
self.SpawnFunctionArguments = arg
end
return self
end
--- Spawn a new STATIC object. --- Spawn a new STATIC object.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template. -- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
@@ -535,6 +460,12 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- Name of the spawned static. -- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex) Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game. -- Add static to the game.
local Static=nil --DCS#StaticObject local Static=nil --DCS#StaticObject
@@ -557,7 +488,7 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS. -- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup) Static=coalition.addGroup(CountryID, -1, TemplateGroup)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned! -- Currently DCS 2.8 does not trigger birth events if FAPRS are spawned!
-- We create such an event. The airbase is registered in Core.Event -- We create such an event. The airbase is registered in Core.Event
local Event = { local Event = {
id = EVENTS.Birth, id = EVENTS.Birth,
@@ -571,28 +502,6 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:T("Spawning Static") self:T("Spawning Static")
self:T2({Template=Template}) self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template) Static=coalition.addStaticObject(CountryID, Template)
if Static then
self:T(string.format("Succesfully spawned static object \"%s\" ID=%d", Static:getName(), Static:getID()))
--[[
local static=StaticObject.getByName(Static:getName())
if static then
env.info(string.format("FF got static from StaticObject.getByName"))
else
env.error(string.format("FF error did NOT get static from StaticObject.getByName"))
end ]]
else
self:E(string.format("ERROR: DCS static object \"%s\" is nil!", tostring(Template.name)))
end
end
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end end
return mystatic return mystatic
+2 -2
View File
@@ -18,7 +18,7 @@
do -- UserFlag do -- UserFlag
-- @type USERFLAG --- @type USERFLAG
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #string UserFlagName Name of the flag. -- @field #string UserFlagName Name of the flag.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -58,7 +58,7 @@ do -- UserFlag
--- Set the userflag to a given Number. --- Set the userflag to a given Number.
-- @param #USERFLAG self -- @param #USERFLAG self
-- @param #number Number The number value to set the flag to. -- @param #number Number The number value to be checked if it is the same as the userflag.
-- @param #number Delay Delay in seconds, before the flag is set. -- @param #number Delay Delay in seconds, before the flag is set.
-- @return #USERFLAG The userflag instance. -- @return #USERFLAG The userflag instance.
-- @usage -- @usage
+2 -2
View File
@@ -20,7 +20,7 @@
do -- Velocity do -- Velocity
-- @type VELOCITY --- @type VELOCITY
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -127,7 +127,7 @@ end
do -- VELOCITY_POSITIONABLE do -- VELOCITY_POSITIONABLE
-- @type VELOCITY_POSITIONABLE --- @type VELOCITY_POSITIONABLE
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
File diff suppressed because it is too large Load Diff
@@ -2,8 +2,7 @@
-- @module Core.Zone_Detection -- @module Core.Zone_Detection
-- @image MOOSE.JPG -- @image MOOSE.JPG
--- --- @type ZONE_DETECTION
-- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone. -- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone. -- @field DCS#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE -- @extends #ZONE_BASE
+45 -115
View File
@@ -14,7 +14,6 @@ do -- world
-- @field #world.event event [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world) -- @field #world.event event [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @field #world.BirthPlace BirthPlace The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events. -- @field #world.BirthPlace BirthPlace The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @field #world.VolumeType VolumeType The volumeType enumerator defines the types of 3d geometery used within the [world.searchObjects](https://wiki.hoggitworld.com/view/DCS_func_searchObjects) function. -- @field #world.VolumeType VolumeType The volumeType enumerator defines the types of 3d geometery used within the [world.searchObjects](https://wiki.hoggitworld.com/view/DCS_func_searchObjects) function.
-- @field #world.weather weather Weather functions for fog etc.
--- The world singleton contains functions centered around two different but extremely useful functions. --- The world singleton contains functions centered around two different but extremely useful functions.
-- * Events and event handlers are all governed within world. -- * Events and event handlers are all governed within world.
@@ -26,68 +25,38 @@ do -- world
--- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world) --- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type world.event -- @type world.event
-- @field S_EVENT_INVALID = 0 -- @field S_EVENT_INVALID
-- @field S_EVENT_SHOT = 1 -- @field S_EVENT_SHOT [https://wiki.hoggitworld.com/view/DCS_event_shot](https://wiki.hoggitworld.com/view/DCS_event_shot)
-- @field S_EVENT_HIT = 2 -- @field S_EVENT_HIT [https://wiki.hoggitworld.com/view/DCS_event_hit](https://wiki.hoggitworld.com/view/DCS_event_hit)
-- @field S_EVENT_TAKEOFF = 3 -- @field S_EVENT_TAKEOFF [https://wiki.hoggitworld.com/view/DCS_event_takeoff](https://wiki.hoggitworld.com/view/DCS_event_takeoff)
-- @field S_EVENT_LAND = 4 -- @field S_EVENT_LAND [https://wiki.hoggitworld.com/view/DCS_event_land](https://wiki.hoggitworld.com/view/DCS_event_land)
-- @field S_EVENT_CRASH = 5 -- @field S_EVENT_CRASH [https://wiki.hoggitworld.com/view/DCS_event_crash](https://wiki.hoggitworld.com/view/DCS_event_crash)
-- @field S_EVENT_EJECTION = 6 -- @field S_EVENT_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_ejection](https://wiki.hoggitworld.com/view/DCS_event_ejection)
-- @field S_EVENT_REFUELING = 7 -- @field S_EVENT_REFUELING [https://wiki.hoggitworld.com/view/DCS_event_refueling](https://wiki.hoggitworld.com/view/DCS_event_refueling)
-- @field S_EVENT_DEAD = 8 -- @field S_EVENT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_dead](https://wiki.hoggitworld.com/view/DCS_event_dead)
-- @field S_EVENT_PILOT_DEAD = 9 -- @field S_EVENT_PILOT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_pilot_dead](https://wiki.hoggitworld.com/view/DCS_event_pilot_dead)
-- @field S_EVENT_BASE_CAPTURED = 10 -- @field S_EVENT_BASE_CAPTURED [https://wiki.hoggitworld.com/view/DCS_event_base_captured](https://wiki.hoggitworld.com/view/DCS_event_base_captured)
-- @field S_EVENT_MISSION_START = 11 -- @field S_EVENT_MISSION_START [https://wiki.hoggitworld.com/view/DCS_event_mission_start](https://wiki.hoggitworld.com/view/DCS_event_mission_start)
-- @field S_EVENT_MISSION_END = 12 -- @field S_EVENT_MISSION_END [https://wiki.hoggitworld.com/view/DCS_event_mission_end](https://wiki.hoggitworld.com/view/DCS_event_mission_end)
-- @field S_EVENT_TOOK_CONTROL = 13 -- @field S_EVENT_TOOK_CONTROL
-- @field S_EVENT_REFUELING_STOP = 14 -- @field S_EVENT_REFUELING_STOP [https://wiki.hoggitworld.com/view/DCS_event_refueling_stop](https://wiki.hoggitworld.com/view/DCS_event_refueling_stop)
-- @field S_EVENT_BIRTH = 15 -- @field S_EVENT_BIRTH [https://wiki.hoggitworld.com/view/DCS_event_birth](https://wiki.hoggitworld.com/view/DCS_event_birth)
-- @field S_EVENT_HUMAN_FAILURE = 16 -- @field S_EVENT_HUMAN_FAILURE [https://wiki.hoggitworld.com/view/DCS_event_human_failure](https://wiki.hoggitworld.com/view/DCS_event_human_failure)
-- @field S_EVENT_DETAILED_FAILURE = 17 -- @field S_EVENT_ENGINE_STARTUP [https://wiki.hoggitworld.com/view/DCS_event_engine_startup](https://wiki.hoggitworld.com/view/DCS_event_engine_startup)
-- @field S_EVENT_ENGINE_STARTUP = 18 -- @field S_EVENT_ENGINE_SHUTDOWN [https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown](https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown)
-- @field S_EVENT_ENGINE_SHUTDOWN = 19 -- @field S_EVENT_PLAYER_ENTER_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit](https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit)
-- @field S_EVENT_PLAYER_ENTER_UNIT = 20 -- @field S_EVENT_PLAYER_LEAVE_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit](https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit)
-- @field S_EVENT_PLAYER_LEAVE_UNIT = 21 -- @field S_EVENT_PLAYER_COMMENT
-- @field S_EVENT_PLAYER_COMMENT = 22 -- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
-- @field S_EVENT_SHOOTING_START = 23 -- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
-- @field S_EVENT_SHOOTING_END = 24 -- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
-- @field S_EVENT_MARK_ADDED = 25 -- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
-- @field S_EVENT_MARK_CHANGE = 26 -- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
-- @field S_EVENT_MARK_REMOVED = 27 -- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
-- @field S_EVENT_KILL = 28 -- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
-- @field S_EVENT_SCORE = 29 -- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
-- @field S_EVENT_UNIT_LOST = 30 -- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
-- @field S_EVENT_LANDING_AFTER_EJECTION = 31 -- @field S_EVENT_MAX
-- @field S_EVENT_PARATROOPER_LENDING = 32 -- who's lending whom what? ;)
-- @field S_EVENT_DISCARD_CHAIR_AFTER_EJECTION = 33
-- @field S_EVENT_WEAPON_ADD = 34
-- @field S_EVENT_TRIGGER_ZONE = 35
-- @field S_EVENT_LANDING_QUALITY_MARK = 36
-- @field S_EVENT_BDA = 37 -- battle damage assessment
-- @field S_EVENT_AI_ABORT_MISSION = 38
-- @field S_EVENT_DAYNIGHT = 39
-- @field S_EVENT_FLIGHT_TIME = 40
-- @field S_EVENT_PLAYER_SELF_KILL_PILOT = 41
-- @field S_EVENT_PLAYER_CAPTURE_AIRFIELD = 42
-- @field S_EVENT_EMERGENCY_LANDING = 43
-- @field S_EVENT_UNIT_CREATE_TASK = 44
-- @field S_EVENT_UNIT_DELETE_TASK = 45
-- @field S_EVENT_SIMULATION_START = 46
-- @field S_EVENT_WEAPON_REARM = 47
-- @field S_EVENT_WEAPON_DROP = 48
-- @field S_EVENT_UNIT_TASK_COMPLETE = 49
-- @field S_EVENT_UNIT_TASK_STAGE = 50
-- @field S_EVENT_MAC_EXTRA_SCORE= 51 -- not sure what this is
-- @field S_EVENT_MISSION_RESTART= 52
-- @field S_EVENT_MISSION_WINNER = 53
-- @field S_EVENT_RUNWAY_TAKEOFF= 54
-- @field S_EVENT_RUNWAY_TOUCH= 55
-- @field S_EVENT_MAC_LMS_RESTART= 56 -- not sure what this is
-- @field S_EVENT_SIMULATION_FREEZE = 57
-- @field S_EVENT_SIMULATION_UNFREEZE = 58
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60
-- @field S_EVENT_MAX = 61
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events. --- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @type world.BirthPlace -- @type world.BirthPlace
@@ -134,36 +103,6 @@ do -- world
-- @param #number coalitionId The coalition side number ID. Default is all airbases are returned. -- @param #number coalitionId The coalition side number ID. Default is all airbases are returned.
-- @return #table Table of DCS airbase objects. -- @return #table Table of DCS airbase objects.
--- Weather functions.
-- @type world.weather
--- Fog animation data structure.
-- @type world.FogAnimation
-- @field #number time
-- @field #number visibility
-- @field #number thickness
--- Returns the current fog thickness.
-- @function [parent=#world.weather] getFogThickness Returns the fog thickness.
-- @return #number Fog thickness in meters. If there is no fog, zero is returned.
--- Sets the fog thickness instantly. Any current fog animation is discarded.
-- @function [parent=#world.weather] setFogThickness
-- @param #number thickness Fog thickness in meters. Set to zero to disable fog.
--- Returns the current fog visibility distance.
-- @function [parent=#world.weather] getFogVisibilityDistance Returns the current maximum visibility distance in meters. Returns zero if fog is not present.
--- Instantly sets the maximum visibility distance of fog at sea level when looking at the horizon. Any current fog animation is discarded. Set zero to disable the fog.
-- @function [parent=#world.weather] setFogVisibilityDistance
-- @param #number visibility Max fog visibility in meters. Set to zero to disable fog.
--- Sets fog animation keys. Time is set in seconds and relative to the current simulation time, where time=0 is the current moment.
-- Time must be increasing. Previous animation is always discarded despite the data being correct.
-- @function [parent=#world.weather] setFogAnimation
-- @param #world.FogAnimation animation List of fog animations
end -- world end -- world
@@ -438,7 +377,7 @@ do -- coalition
-- @param #table groupData Group data table. -- @param #table groupData Group data table.
-- @return DCS#Group The spawned Group object. -- @return DCS#Group The spawned Group object.
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addStaticObject) --- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addStaticObject -- @function [parent=#coalition] addStaticObject
-- @param #number countryId Id of the country. -- @param #number countryId Id of the country.
-- @param #table groupData Group data table. -- @param #table groupData Group data table.
@@ -451,7 +390,6 @@ end -- coalition
do -- Types do -- Types
--- Descriptors.
-- @type Desc -- @type Desc
-- @field #number speedMax0 Max speed in meters/second at zero altitude. -- @field #number speedMax0 Max speed in meters/second at zero altitude.
-- @field #number massEmpty Empty mass in kg. -- @field #number massEmpty Empty mass in kg.
@@ -630,13 +568,9 @@ do -- Object
--- @function [parent=#Object] destroy --- @function [parent=#Object] destroy
-- @param #Object self -- @param #Object self
--- Returns an enumerator of the category for the specific object. --- @function [parent=#Object] getCategory
-- The enumerator returned is dependent on the category of the object and how the function is called.
-- As of DCS 2.9.2 when this function is called on an Object, Unit, Weapon, or Airbase a 2nd value will be returned which details the object sub-category value.
-- @function [parent=#Object] getCategory
-- @param #Object self -- @param #Object self
-- @return #Object.Category The object category (1=UNIT, 2=WEAPON, 3=STATIC, 4=BASE, 5=SCENERY, 6=Cargo) -- @return #Object.Category
-- @return #number The subcategory of the passed object, e.g. Unit.Category if a unit object was passed.
--- Returns type name of the Object. --- Returns type name of the Object.
-- @function [parent=#Object] getTypeName -- @function [parent=#Object] getTypeName
@@ -1049,14 +983,12 @@ do -- Spot
end -- Spot end -- Spot
do -- Controller do -- Controller
--- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C. --- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
-- --
-- This class has 2 types of functions: -- This class has 2 types of functions:
-- --
-- * Tasks -- * Tasks
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics. -- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
--
-- @type Controller -- @type Controller
-- @field #Controller.Detection Detection Enum contains identifiers of surface types. -- @field #Controller.Detection Detection Enum contains identifiers of surface types.
@@ -1117,18 +1049,18 @@ do -- Controller
-- Detection -- Detection
--- Enum containing detection types. --- Enum contains identifiers of surface types.
-- @type Controller.Detection -- @type Controller.Detection
-- @field #number VISUAL Visual detection. Numeric value 1. -- @field VISUAL
-- @field #number OPTIC Optical detection. Numeric value 2. -- @field OPTIC
-- @field #number RADAR Radar detection. Numeric value 4. -- @field RADAR
-- @field #number IRST Infra-red search and track detection. Numeric value 8. -- @field IRST
-- @field #number RWR Radar Warning Receiver detection. Numeric value 16. -- @field RWR
-- @field #number DLINK Data link detection. Numeric value 32. -- @field DLINK
--- Detected target. --- Detected target.
-- @type Controller.DetectedTarget -- @type DetectedTarget
-- @field DCS#Object object The target -- @field Wrapper.Object#Object object The target
-- @field #boolean visible The target is visible -- @field #boolean visible The target is visible
-- @field #boolean type The target type is known -- @field #boolean type The target type is known
-- @field #boolean distance Distance to the target is known -- @field #boolean distance Distance to the target is known
@@ -1141,9 +1073,9 @@ do -- Controller
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN -- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #boolean detected True if the target is detected. -- @return #boolean detected True if the target is detected.
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now. -- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #boolean type Has effect only if detected is true. True if the target type is known. -- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known. -- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen. -- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen. -- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
@@ -1169,7 +1101,6 @@ end -- Controller
do -- Unit do -- Unit
--- Unit.
-- @type Unit -- @type Unit
-- @extends #CoalitionObject -- @extends #CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically. -- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
@@ -1734,7 +1665,6 @@ do -- AI
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE} -- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS -- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION -- @field AC_ENGAGEMENT_RANGE_RESTRICTION
-- @field EVASION_OF_ARM
--- ---
-- @type AI.Option.Ground.mid -- Moose added -- @type AI.Option.Ground.mid -- Moose added
File diff suppressed because it is too large Load Diff
@@ -18,7 +18,7 @@
-- ### Author: FlightControl - Framework Design & Programming -- ### Author: FlightControl - Framework Design & Programming
-- ### Refactoring to use the Runway auto-detection: Applevangelist -- ### Refactoring to use the Runway auto-detection: Applevangelist
-- @date August 2022 -- @date August 2022
-- Last Update Feb 2025 -- Last Update Nov 2023
-- --
-- === -- ===
-- --
@@ -416,7 +416,7 @@ end
-- @field #ATC_GROUND_UNIVERSAL -- @field #ATC_GROUND_UNIVERSAL
ATC_GROUND_UNIVERSAL = { ATC_GROUND_UNIVERSAL = {
ClassName = "ATC_GROUND_UNIVERSAL", ClassName = "ATC_GROUND_UNIVERSAL",
Version = "0.0.2", Version = "0.0.1",
SetClient = nil, SetClient = nil,
Airbases = nil, Airbases = nil,
AirbaseList = nil, AirbaseList = nil,
@@ -442,24 +442,16 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.Airbases = {} self.Airbases = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.Airbases[_name]={}
end
self.AirbaseList = AirbaseList self.AirbaseList = AirbaseList
if not self.AirbaseList then if not self.AirbaseList then
self.AirbaseList = {} self.AirbaseList = {}
for _name,_base in pairs(_DATABASE.AIRBASES) do for _name,_ in pairs(_DATABASE.AIRBASES) do
-- DONE exclude FARPS and Ships self.AirbaseList[_name]=_name
if _base and _base.isAirdrome == true then
self.AirbaseList[_name]=_name
self.Airbases[_name]={}
end
end
else
for _,_name in pairs(AirbaseList) do
-- DONE exclude FARPS and Ships
local airbase = _DATABASE:FindAirbase(_name)
if airbase and (airbase.isAirdrome == true) then
self.Airbases[_name]={}
end
end end
end end
@@ -729,18 +721,14 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
if NotInRunwayZone then if NotInRunwayZone then
local Taxi = Client:GetState( self, "Taxi" )
if IsOnGround then if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" )
self:T( Taxi ) self:T( Taxi )
if Taxi == false then if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed ) local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " .. Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
Velocity:ToString() , 20, "ATC" ) Velocity:ToString() , 20, "ATC" )
Client:SetState( self, "Taxi", true ) Client:SetState( self, "Taxi", true )
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
end end
-- TODO: GetVelocityKMH function usage -- TODO: GetVelocityKMH function usage
@@ -749,7 +737,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
local IsAboveRunway = Client:IsAboveRunway() local IsAboveRunway = Client:IsAboveRunway()
self:T( {IsAboveRunway, IsOnGround, Velocity:Get() }) self:T( {IsAboveRunway, IsOnGround, Velocity:Get() })
if IsOnGround and not Taxi then if IsOnGround then
local Speeding = false local Speeding = false
if AirbaseMeta.MaximumKickSpeed then if AirbaseMeta.MaximumKickSpeed then
if Velocity:Get() > AirbaseMeta.MaximumKickSpeed then if Velocity:Get() > AirbaseMeta.MaximumKickSpeed then
@@ -761,17 +749,15 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
end end
end end
if Speeding == true then if Speeding == true then
--MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() ..
-- " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--Client:Destroy() Client:Destroy()
Client:SetState( self, "Speeding", true ) Client:SetState( self, "Speeding", false )
local SpeedingWarnings = Client:GetState( self, "Warnings" ) Client:SetState( self, "Warnings", 0 )
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
Client:Message( "Warning " .. SpeedingWarnings .. "/3! Airbase traffic rule violation! Slow down now! Your speed is " ..
Velocity:ToString(), 5, "ATC" )
end end
end end
if IsOnGround then if IsOnGround then
local Speeding = false local Speeding = false
@@ -1049,23 +1035,23 @@ end
-- The following airbases are monitored at the Nevada region. -- The following airbases are monitored at the Nevada region.
-- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored. -- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
-- --
-- * `AIRBASE.Nevada.Beatty` -- * `AIRBASE.Nevada.Beatty_Airport`
-- * `AIRBASE.Nevada.Boulder_City` -- * `AIRBASE.Nevada.Boulder_City_Airport`
-- * `AIRBASE.Nevada.Creech` -- * `AIRBASE.Nevada.Creech_AFB`
-- * `AIRBASE.Nevada.Echo_Bay` -- * `AIRBASE.Nevada.Echo_Bay`
-- * `AIRBASE.Nevada.Groom_Lake` -- * `AIRBASE.Nevada.Groom_Lake_AFB`
-- * `AIRBASE.Nevada.Henderson_Executive` -- * `AIRBASE.Nevada.Henderson_Executive_Airport`
-- * `AIRBASE.Nevada.Jean` -- * `AIRBASE.Nevada.Jean_Airport`
-- * `AIRBASE.Nevada.Laughlin` -- * `AIRBASE.Nevada.Laughlin_Airport`
-- * `AIRBASE.Nevada.Lincoln_County` -- * `AIRBASE.Nevada.Lincoln_County`
-- * `AIRBASE.Nevada.McCarran_International` -- * `AIRBASE.Nevada.McCarran_International_Airport`
-- * `AIRBASE.Nevada.Mesquite` -- * `AIRBASE.Nevada.Mesquite`
-- * `AIRBASE.Nevada.Mina` -- * `AIRBASE.Nevada.Mina_Airport`
-- * `AIRBASE.Nevada.Nellis` -- * `AIRBASE.Nevada.Nellis_AFB`
-- * `AIRBASE.Nevada.North_Las_Vegas` -- * `AIRBASE.Nevada.North_Las_Vegas`
-- * `AIRBASE.Nevada.Pahute_Mesa` -- * `AIRBASE.Nevada.Pahute_Mesa_Airstrip`
-- * `AIRBASE.Nevada.Tonopah` -- * `AIRBASE.Nevada.Tonopah_Airport`
-- * `AIRBASE.Nevada.Tonopah_Test_Range` -- * `AIRBASE.Nevada.Tonopah_Test_Range_Airfield`
-- --
-- # Installation -- # Installation
-- --
@@ -1102,10 +1088,10 @@ end
-- --
-- -- Monitor specific airbases. -- -- Monitor specific airbases.
-- ATC_Ground = ATC_GROUND_NEVADA:New( -- ATC_Ground = ATC_GROUND_NEVADA:New(
-- { AIRBASE.Nevada.Laughlin, -- { AIRBASE.Nevada.Laughlin_Airport,
-- AIRBASE.Nevada.Lincoln_County, -- AIRBASE.Nevada.Lincoln_County,
-- AIRBASE.Nevada.North_Las_Vegas, -- AIRBASE.Nevada.North_Las_Vegas,
-- AIRBASE.Nevada.McCarran_International -- AIRBASE.Nevada.McCarran_International_Airport
-- } -- }
-- ) -- )
-- --
@@ -1344,33 +1330,33 @@ end
-- The following airbases are monitored at the PersianGulf region. -- The following airbases are monitored at the PersianGulf region.
-- Use the @{Wrapper.Airbase#AIRBASE.PersianGulf} enumeration to select the airbases to be monitored. -- Use the @{Wrapper.Airbase#AIRBASE.PersianGulf} enumeration to select the airbases to be monitored.
-- --
-- * `AIRBASE.PersianGulf.Abu_Musa_Island` -- * `AIRBASE.PersianGulf.Abu_Musa_Island_Airport`
-- * `AIRBASE.PersianGulf.Al_Dhafra_AFB` -- * `AIRBASE.PersianGulf.Al_Dhafra_AB`
-- * `AIRBASE.PersianGulf.Al_Maktoum_Intl` -- * `AIRBASE.PersianGulf.Al_Maktoum_Intl`
-- * `AIRBASE.PersianGulf.Al_Minhad_AFB` -- * `AIRBASE.PersianGulf.Al_Minhad_AB`
-- * `AIRBASE.PersianGulf.Bandar_Abbas_Intl` -- * `AIRBASE.PersianGulf.Bandar_Abbas_Intl`
-- * `AIRBASE.PersianGulf.Bandar_Lengeh` -- * `AIRBASE.PersianGulf.Bandar_Lengeh`
-- * `AIRBASE.PersianGulf.Dubai_Intl` -- * `AIRBASE.PersianGulf.Dubai_Intl`
-- * `AIRBASE.PersianGulf.Fujairah_Intl` -- * `AIRBASE.PersianGulf.Fujairah_Intl`
-- * `AIRBASE.PersianGulf.Havadarya` -- * `AIRBASE.PersianGulf.Havadarya`
-- * `AIRBASE.PersianGulf.Kerman` -- * `AIRBASE.PersianGulf.Kerman_Airport`
-- * `AIRBASE.PersianGulf.Khasab` -- * `AIRBASE.PersianGulf.Khasab`
-- * `AIRBASE.PersianGulf.Lar` -- * `AIRBASE.PersianGulf.Lar_Airbase`
-- * `AIRBASE.PersianGulf.Qeshm_Island` -- * `AIRBASE.PersianGulf.Qeshm_Island`
-- * `AIRBASE.PersianGulf.Sharjah_Intl` -- * `AIRBASE.PersianGulf.Sharjah_Intl`
-- * `AIRBASE.PersianGulf.Shiraz_Intl` -- * `AIRBASE.PersianGulf.Shiraz_International_Airport`
-- * `AIRBASE.PersianGulf.Sir_Abu_Nuayr` -- * `AIRBASE.PersianGulf.Sir_Abu_Nuayr`
-- * `AIRBASE.PersianGulf.Sirri_Island` -- * `AIRBASE.PersianGulf.Sirri_Island`
-- * `AIRBASE.PersianGulf.Tunb_Island_AFB` -- * `AIRBASE.PersianGulf.Tunb_Island_AFB`
-- * `AIRBASE.PersianGulf.Tunb_Kochak` -- * `AIRBASE.PersianGulf.Tunb_Kochak`
-- * `AIRBASE.PersianGulf.Sas_Al_Nakheel` -- * `AIRBASE.PersianGulf.Sas_Al_Nakheel_Airport`
-- * `AIRBASE.PersianGulf.Bandar_e_Jask` -- * `AIRBASE.PersianGulf.Bandar_e_Jask_airfield`
-- * `AIRBASE.PersianGulf.Abu_Dhabi_Intl` -- * `AIRBASE.PersianGulf.Abu_Dhabi_International_Airport`
-- * `AIRBASE.PersianGulf.Al_Bateen` -- * `AIRBASE.PersianGulf.Al_Bateen_Airport`
-- * `AIRBASE.PersianGulf.Kish_Intl` -- * `AIRBASE.PersianGulf.Kish_International_Airport`
-- * `AIRBASE.PersianGulf.Al_Ain_Intl` -- * `AIRBASE.PersianGulf.Al_Ain_International_Airport`
-- * `AIRBASE.PersianGulf.Lavan_Island` -- * `AIRBASE.PersianGulf.Lavan_Island_Airport`
-- * `AIRBASE.PersianGulf.Jiroft` -- * `AIRBASE.PersianGulf.Jiroft_Airport`
-- --
-- # Installation -- # Installation
-- --
@@ -1405,8 +1391,8 @@ end
-- AirbasePoliceCaucasus = ATC_GROUND_PERSIANGULF:New() -- AirbasePoliceCaucasus = ATC_GROUND_PERSIANGULF:New()
-- --
-- ATC_Ground = ATC_GROUND_PERSIANGULF:New( -- ATC_Ground = ATC_GROUND_PERSIANGULF:New(
-- { AIRBASE.PersianGulf.Kerman, -- { AIRBASE.PersianGulf.Kerman_Airport,
-- AIRBASE.PersianGulf.Al_Minhad_AFB -- AIRBASE.PersianGulf.Al_Minhad_AB
-- } -- }
-- ) -- )
-- --
@@ -1455,11 +1441,12 @@ function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end end
---
-- @type ATC_GROUND_MARIANAISLANDS -- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND -- @extends #ATC_GROUND
--- # ATC\_GROUND\_MARIANA, extends @{#ATC_GROUND} --- # ATC\_GROUND\_MARIANA, extends @{#ATC_GROUND}
-- --
-- The ATC\_GROUND\_MARIANA class monitors the speed of the airplanes at the airbase during taxi. -- The ATC\_GROUND\_MARIANA class monitors the speed of the airplanes at the airbase during taxi.
@@ -1,806 +0,0 @@
--- **Functional** -- Send a truck to supply artillery groups.
--
-- ===
--
-- **AMMOTRUCK** - Send a truck to supply artillery groups.
--
-- ===
--
-- ## Missions:
--
-- Demo missions can be found on [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/AmmoTruck)
--
-- ===
--
-- ### Author : **applevangelist**
--
-- @module Functional.AmmoTruck
-- @image Artillery.JPG
--
-- Last update: July 2023
-------------------------------------------------------------------------
--- **AMMOTRUCK** class, extends Core.Fsm#FSM
-- @type AMMOTRUCK
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string alias Alias name
-- @field #boolean debug Debug flag
-- @field #table trucklist List of (alive) #AMMOTRUCK.data trucks
-- @field #table targetlist List of (alive) #AMMOTRUCK.data artillery
-- @field #number coalition Coalition this is for
-- @field Core.Set#SET_GROUP truckset SET of trucks
-- @field Core.Set#SET_GROUP targetset SET of artillery
-- @field #table remunitionqueue List of (alive) #AMMOTRUCK.data artillery to be reloaded
-- @field #table waitingtargets List of (alive) #AMMOTRUCK.data artillery waiting
-- @field #number ammothreshold Threshold (min) ammo before sending a truck
-- @field #number remunidist Max distance trucks will go
-- @field #number monitor Monitor interval in seconds
-- @field #number unloadtime Unload time in seconds
-- @field #number waitingtime Max waiting time in seconds
-- @field #boolean routeonroad Route truck on road if true (default)
-- @field #number reloads Number of reloads a single truck can do before he must return home
-- @extends Core.Fsm#FSM
--- *Amateurs talk about tactics, but professionals study logistics.* - General Robert H Barrow, USMC
--
-- Simple Class to re-arm your artillery with trucks.
--
-- #AMMOTRUCK
--
-- * Controls a SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition.
--
-- ## 1 The AMMOTRUCK concept
--
-- A SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition. They will be based on a
-- homebase and drive from there to the artillery groups and then back home.
-- Trucks are the **only known in-game mechanic** to re-arm artillery and other units in DCS. Working units are e.g.: M-939 (blue), Ural-375 and ZIL-135 (both red).
--
-- ## 2 Set-up
--
-- Define a set of trucks and a set of artillery:
--
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
--
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
--
-- ## 2 Options and their default values
--
-- ammotruck.ammothreshold = 5 -- send a truck when down to this many rounds
-- ammotruck.remunidist = 20000 -- 20km - send trucks max this far from home
-- ammotruck.unloadtime = 600 -- 10 minutes - min time to unload ammunition
-- ammotruck.waitingtime = 1800 -- 30 mintes - wait max this long until remunition is done
-- ammotruck.monitor = -60 -- 1 minute - AMMOTRUCK checks run every one minute
-- ammotruck.routeonroad = true -- Trucks will **try** to drive on roads
-- ammotruck.usearmygroup = false -- If true, will make use of ARMYGROUP in the background (if used in DEV branch)
-- ammotruck.reloads = 5 -- Maxn re-arms a truck can do before he needs to go home and restock. Set to -1 for unlimited
--
-- ## 3 FSM Events to shape mission
--
-- Truck has been sent off:
--
-- function ammotruck:OnAfterRouteTruck(From, Event, To, Truckdata, Aridata)
-- ...
-- end
--
-- Truck has arrived:
--
-- function ammotruck:OnAfterTruckArrived(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is unloading:
--
-- function ammotruck:OnAfterTruckUnloading(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is returning home:
--
-- function ammotruck:OnAfterTruckReturning(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is arrived at home:
--
-- function ammotruck:OnAfterTruckHome(From, Event, To, Truckdata)
-- ...
-- end
--
-- @field #AMMOTRUCK
AMMOTRUCK = {
ClassName = "AMMOTRUCK",
lid = "",
version = "0.0.12",
alias = "",
debug = false,
trucklist = {},
targetlist = {},
coalition = nil,
truckset = nil,
targetset = nil,
remunitionqueue = {},
waitingtargets = {},
ammothreshold = 5,
remunidist = 20000,
monitor = -60,
unloadtime = 600,
waitingtime = 1800,
routeonroad = true,
reloads = 5,
}
---
-- @type AMMOTRUCK.State
AMMOTRUCK.State = {
IDLE = "idle",
DRIVING = "driving",
ARRIVED = "arrived",
UNLOADING = "unloading",
RETURNING = "returning",
WAITING = "waiting",
RELOADING = "reloading",
OUTOFAMMO = "outofammo",
REQUESTED = "requested",
}
---
--@type AMMOTRUCK.data
--@field Wrapper.Group#GROUP group
--@field #string name
--@field #AMMOTRUCK.State statusquo
--@field #number timestamp
--@field #number ammo
--@field Core.Point#COORDINATE coordinate
--@field #string targetname
--@field Wrapper.Group#GROUP targetgroup
--@field Core.Point#COORDINATE targetcoordinate
--@field #number reloads
---
-- @param #AMMOTRUCK self
-- @param Core.Set#SET_GROUP Truckset Set of truck groups
-- @param Core.Set#SET_GROUP Targetset Set of artillery groups
-- @param #number Coalition Coalition
-- @param #string Alias Alias Name
-- @param Core.Zone#ZONE Homezone Home, return zone for trucks
-- @return #AMMOTRUCK self
-- @usage
-- Define a set of trucks and a set of artillery:
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
function AMMOTRUCK:New(Truckset,Targetset,Coalition,Alias,Homezone)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, FSM:New()) -- #AMMOTRUCK
self.truckset = Truckset -- Core.Set#SET_GROUP
self.targetset = Targetset -- Core.Set#SET_GROUP
self.coalition = Coalition -- #number
self.alias = Alias -- #string
self.debug = false
self.remunitionqueue = {}
self.trucklist = {}
self.targetlist = {}
self.ammothreshold = 5
self.remunidist = 20000
self.homezone = Homezone -- Core.Zone#ZONE
self.waitingtime = 1800
self.usearmygroup = false
self.hasarmygroup = false
-- Log id.
self.lid=string.format("AMMOTRUCK %s | %s | ", self.version, self.alias)
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("*", "Monitor", "*")
self:AddTransition("*", "RouteTruck", "*")
self:AddTransition("*", "TruckArrived", "*")
self:AddTransition("*", "TruckUnloading", "*")
self:AddTransition("*", "TruckReturning", "*")
self:AddTransition("*", "TruckHome", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Start(math.random(5,10))
self:I(self.lid .. "Started")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] Stop
-- @param #AMMOTRUCK self
--- Triggers the FSM event "Stop" after a delay. Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] __Stop
-- @param #AMMOTRUCK self
-- @param #number delay Delay in seconds.
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
-- @param #AMMOTRUCK.data Artillery
--- On after "TruckUnloading" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckUnloading
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckReturning" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckReturning
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckHome" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckHome
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckDrivingTrucks(dataset)
self:T(self.lid .. " CheckDrivingTrucks")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local tgtcoord = truck.targetcoordinate
local dist = coord:Get2DDistance(tgtcoord)
if dist <= 150 then
-- arrived
truck.statusquo = AMMOTRUCK.State.ARRIVED
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
self:__TruckArrived(1,truck)
end
-- still driving?
local Tnow = timer.getAbsTime()
if Tnow - truck.timestamp > 30 then
local group = truck.group
if self.usearmygroup then
group = truck.group:GetGroup()
end
local currspeed = group:GetVelocityKMH()
if truck.lastspeed then
if truck.lastspeed == 0 and currspeed == 0 then
self:T(truck.group:GetName().." Is not moving!")
-- try and move it
truck.timestamp = timer.getAbsTime()
if self.routeonroad then
group:RouteGroundOnRoad(truck.targetcoordinate,30,2,"Vee")
else
group:RouteGroundTo(truck.targetcoordinate,30,"Vee",2)
end
end
truck.lastspeed = currspeed
else
truck.lastspeed = currspeed
truck.timestamp = timer.getAbsTime()
end
self:I({truck=truck.group:GetName(),currspeed=currspeed,lastspeed=truck.lastspeed})
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param Wrapper.Group#GROUP Group
-- @return #AMMOTRUCK self
function AMMOTRUCK:GetAmmoStatus(Group)
local ammotot, shells, rockets, bombs, missiles, narti = Group:GetAmmunition()
return rockets+missiles+narti
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckWaitingTargets(dataset)
self:T(self.lid .. " CheckWaitingTargets")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see how long we're waiting - maybe ammo truck is dead?
local Tnow = timer.getAbsTime()
local Tdiff = Tnow - truck.timestamp
if Tdiff > self.waitingtime then
local hasammo = self:GetAmmoStatus(truck.group)
if hasammo <= self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.OUTOFAMMO
else
truck.statusquo = AMMOTRUCK.State.IDLE
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckReturningTrucks(dataset)
self:T(self.lid .. " CheckReturningTrucks")
local data = dataset
local tgtcoord = self.homezone:GetCoordinate()
local radius = self.homezone:GetRadius()
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local dist = coord:Get2DDistance(tgtcoord)
self:T({name=truck.name,radius=radius,distance=dist})
if dist <= radius then
-- arrived
truck.statusquo = AMMOTRUCK.State.IDLE
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
truck.reloads = self.reloads or 5
self:__TruckHome(1,truck)
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string name Artillery group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTarget(name)
self:T(self.lid .. " FindTarget")
local data = nil
local dataset = self.targetlist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #string name Truck group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTruck(name)
self:T(self.lid .. " FindTruck")
local data = nil
local dataset = self.trucklist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckArrivedTrucks(dataset)
self:T(self.lid .. " CheckArrivedTrucks")
local data = dataset
for _,_data in pairs (data) do
-- set to unloading
local truck = _data -- #AMMOTRUCK.data
truck.statusquo = AMMOTRUCK.State.UNLOADING
truck.timestamp = timer.getAbsTime()
self:__TruckUnloading(2,truck)
-- set target to reloading
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.RELOADING
aridata.timestamp = timer.getAbsTime()
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckUnloadingTrucks(dataset)
self:T(self.lid .. " CheckUnloadingTrucks")
local data = dataset
for _,_data in pairs (data) do
-- check timestamp
local truck = _data -- #AMMOTRUCK.data
local Tnow = timer.getAbsTime()
local Tpassed = Tnow - truck.timestamp
local hasammo = self:GetAmmoStatus(truck.targetgroup)
if Tpassed > self.unloadtime and hasammo > self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.RETURNING
truck.timestamp = timer.getAbsTime()
self:__TruckReturning(2,truck)
-- set target to reloaded
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.IDLE
aridata.timestamp = timer.getAbsTime()
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTargetsAlive()
self:T(self.lid .. " CheckTargetsAlive")
local arilist = self.targetlist
for _,_ari in pairs(arilist) do
local ari = _ari -- #AMMOTRUCK.data
if ari.group and ari.group:IsAlive() then
-- everything fine
else
-- ari dead
self.targetlist[ari.name] = nil
end
end
-- new arrivals?
local aritable = self.targetset:GetSetObjects() --#table
for _,_ari in pairs(aritable) do
local ari = _ari -- Wrapper.Group#GROUP
if ari and ari:IsAlive() and not self.targetlist[ari:GetName()] then
local name = ari:GetName()
local newari = {} -- #AMMOTRUCK.data
newari.name = name
newari.group = ari
newari.statusquo = AMMOTRUCK.State.IDLE
newari.timestamp = timer.getAbsTime()
newari.coordinate = ari:GetCoordinate()
local hasammo = self:GetAmmoStatus(ari)
--newari.ammo = ari:GetAmmunition()
newari.ammo = hasammo
self.targetlist[name] = newari
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTrucksAlive()
self:T(self.lid .. " CheckTrucksAlive")
local trucklist = self.trucklist
for _,_truck in pairs(trucklist) do
local truck = _truck -- #AMMOTRUCK.data
if truck.group and truck.group:IsAlive() then
-- everything fine
else
-- truck dead
local tgtname = truck.targetname
local targetdata = self:FindTarget(tgtname) -- #AMMOTRUCK.data
if targetdata then
if targetdata.statusquo ~= AMMOTRUCK.State.IDLE then
targetdata.statusquo = AMMOTRUCK.State.IDLE
end
end
self.trucklist[truck.name] = nil
end
end
-- new arrivals?
local trucktable = self.truckset:GetSetObjects() --#table
for _,_truck in pairs(trucktable) do
local truck = _truck -- Wrapper.Group#GROUP
if truck and truck:IsAlive() and not self.trucklist[truck:GetName()] then
local name = truck:GetName()
local newtruck = {} -- #AMMOTRUCK.data
newtruck.name = name
newtruck.group = truck
if self.hasarmygroup then
-- is (not) already ARMYGROUP?
if truck.ClassName and truck.ClassName == "GROUP" then
local trucker = ARMYGROUP:New(truck)
trucker:Activate()
newtruck.group = trucker
end
end
newtruck.statusquo = AMMOTRUCK.State.IDLE
newtruck.timestamp = timer.getAbsTime()
newtruck.coordinate = truck:GetCoordinate()
newtruck.reloads = self.reloads or 5
self.trucklist[name] = newtruck
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStart(From, Event, To)
self:T({From, Event, To})
if ARMYGROUP and self.usearmygroup then
self.hasarmygroup = true
else
self.hasarmygroup = false
end
if self.debug then
BASE:TraceOn()
BASE:TraceClass("AMMOTRUCK")
end
self:CheckTargetsAlive()
self:CheckTrucksAlive()
self:__Monitor(-30)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterMonitor(From, Event, To)
self:T({From, Event, To})
self:CheckTargetsAlive()
self:CheckTrucksAlive()
-- update ammo state
local remunition = false
local remunitionqueue = {}
local waitingtargets = {}
for _,_ari in pairs(self.targetlist) do
local data = _ari -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
data.ammo = self:GetAmmoStatus(data.group)
data.timestamp = timer.getAbsTime()
local text = string.format("Ari %s | Ammo %d | State %s",data.name,data.ammo,data.statusquo)
self:T(text)
if data.ammo <= self.ammothreshold and (data.statusquo == AMMOTRUCK.State.IDLE or data.statusquo == AMMOTRUCK.State.OUTOFAMMO) then
-- add to remu queue
data.statusquo = AMMOTRUCK.State.OUTOFAMMO
remunitionqueue[#remunitionqueue+1] = data
remunition = true
elseif data.statusquo == AMMOTRUCK.State.WAITING then
waitingtargets[#waitingtargets+1] = data
end
else
self.targetlist[data.name] = nil
end
end
-- sort trucks in buckets
local idletrucks = {}
local drivingtrucks = {}
local unloadingtrucks = {}
local arrivedtrucks = {}
local returningtrucks = {}
local found = false
for _,_truckdata in pairs(self.trucklist) do
local data = _truckdata -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
-- check state
local text = string.format("Truck %s | State %s",data.name,data.statusquo)
self:T(text)
if data.statusquo == AMMOTRUCK.State.IDLE then
idletrucks[#idletrucks+1] = data
found = true
elseif data.statusquo == AMMOTRUCK.State.DRIVING then
drivingtrucks[#drivingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.ARRIVED then
arrivedtrucks[#arrivedtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.UNLOADING then
unloadingtrucks[#unloadingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.RETURNING then
returningtrucks[#returningtrucks+1] = data
if data.reloads > 0 or data.reloads == -1 then
idletrucks[#idletrucks+1] = data
found = true
end
end
else
self.truckset[data.name] = nil
end
end
-- see if we can/need route one
local n=0
if found and remunition then
-- match
--local match = false
for _,_truckdata in pairs(idletrucks) do
local truckdata = _truckdata -- #AMMOTRUCK.data
local truckcoord = truckdata.group:GetCoordinate() -- Core.Point#COORDINATE
for _,_aridata in pairs(remunitionqueue) do
local aridata = _aridata -- #AMMOTRUCK.data
local aricoord = aridata.coordinate
local distance = truckcoord:Get2DDistance(aricoord)
if distance <= self.remunidist and aridata.statusquo == AMMOTRUCK.State.OUTOFAMMO and n <= #idletrucks then
n = n + 1
aridata.statusquo = AMMOTRUCK.State.REQUESTED
self:__RouteTruck(n*5,truckdata,aridata)
break
end
end
end
end
-- check driving trucks
if #drivingtrucks > 0 then
self:CheckDrivingTrucks(drivingtrucks)
end
-- check arrived trucks
if #arrivedtrucks > 0 then
self:CheckArrivedTrucks(arrivedtrucks)
end
-- check unloading trucks
if #unloadingtrucks > 0 then
self:CheckUnloadingTrucks(unloadingtrucks)
end
-- check returningtrucks trucks
if #returningtrucks > 0 then
self:CheckReturningTrucks(returningtrucks)
end
-- check waiting targets
if #waitingtargets > 0 then
self:CheckWaitingTargets(waitingtargets)
end
self:__Monitor(self.monitor)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @param #AMMOTRUCK.data Aridata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterRouteTruck(From, Event, To, Truckdata, Aridata)
self:T({From, Event, To, Truckdata.name, Aridata.name})
local truckdata = Truckdata -- #AMMOTRUCK.data
local aridata = Aridata -- #AMMOTRUCK.data
local tgtgrp = aridata.group
local tgtzone = ZONE_GROUP:New(aridata.name,tgtgrp,30)
local tgtcoord = tgtzone:GetRandomCoordinate(15)
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30)
else
truckdata.group:RouteGroundTo(tgtcoord,30)
end
truckdata.statusquo = AMMOTRUCK.State.DRIVING
truckdata.targetgroup = tgtgrp
truckdata.targetname = aridata.name
truckdata.targetcoordinate = tgtcoord
aridata.statusquo = AMMOTRUCK.State.WAITING
aridata.timestamp = timer.getAbsTime()
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckUnloading(From, Event, To, Truckdata)
local m = MESSAGE:New("Truck "..Truckdata.name.." unloading!",15,"AmmoTruck"):ToCoalitionIf(self.coalition,self.debug)
local truck = Truckdata -- Functional.AmmoTruck#AMMOTRUCK.data
local coord = truck.group:GetCoordinate()
local heading = truck.group:GetHeading()
heading = heading < 180 and (360-heading) or (heading - 180)
local cid = self.coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA
cid = self.coalition == coalition.side.NEUTRAL and country.id.UN_PEACEKEEPERS or cid
local ammo = {}
for i=1,5 do
ammo[i] = SPAWNSTATIC:NewFromType("ammo_cargo","Cargos",cid)
:InitCoordinate(coord:Translate((15+((i-1)*4)),heading))
:Spawn(0,"AmmoCrate-"..math.random(1,10000))
end
local function destroyammo(ammo)
for _,_crate in pairs(ammo) do
_crate:Destroy(false)
end
end
local scheduler = SCHEDULER:New(nil,destroyammo,{ammo},self.waitingtime)
-- one reload less
if truck.reloads ~= -1 then
truck.reloads = truck.reloads - 1
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truck
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckReturning(From, Event, To, Truck)
self:T({From, Event, To, Truck.name})
-- route home
local truckdata = Truck -- #AMMOTRUCK.data
local tgtzone = self.homezone
local tgtcoord = tgtzone:GetRandomCoordinate()
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30,1,"Cone")
else
truckdata.group:RouteGroundTo(tgtcoord,30,"Cone",1)
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStop(From, Event, To)
self:T({From, Event, To})
return self
end
+131 -187
View File
@@ -45,7 +45,6 @@
-- @field #table currentMove Holds the current commanded move, if there is one assigned. -- @field #table currentMove Holds the current commanded move, if there is one assigned.
-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group. -- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
-- @field #number Nshells0 Initial amount of shells of the whole group. -- @field #number Nshells0 Initial amount of shells of the whole group.
-- @field #number Narty0 Initial amount of artillery shells of the whole group.
-- @field #number Nrockets0 Initial amount of rockets of the whole group. -- @field #number Nrockets0 Initial amount of rockets of the whole group.
-- @field #number Nmissiles0 Initial amount of missiles of the whole group. -- @field #number Nmissiles0 Initial amount of missiles of the whole group.
-- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0. -- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0.
@@ -416,7 +415,7 @@
-- arty set, battery "Paladin Alpha", rearming place -- arty set, battery "Paladin Alpha", rearming place
-- --
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type -- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M939" -- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor. -- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
-- --
-- ## Transporting -- ## Transporting
@@ -454,7 +453,7 @@
-- -- Creat a new ARTY object from a Paladin group. -- -- Creat a new ARTY object from a Paladin group.
-- paladin=ARTY:New(GROUP:FindByName("Blue Paladin")) -- paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
-- --
-- -- Define a rearming group. This is a Transport M939 truck. -- -- Define a rearming group. This is a Transport M818 truck.
-- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck")) -- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck"))
-- --
-- -- Set the max firing range. A Paladin unit has a range of 20 km. -- -- Set the max firing range. A Paladin unit has a range of 20 km.
@@ -619,147 +618,62 @@ ARTY.WeaponType={
} }
--- Database of common artillery unit properties. --- Database of common artillery unit properties.
-- @type ARTY.dbitem
-- @field #string displayname Name displayed in ME.
-- @field #number minrange Minimum firing range in meters.
-- @field #number maxrange Maximum firing range in meters.
-- @field #number reloadtime Reload time in seconds.
--- Database of common artillery unit properties.
-- Table key is the "type name" and table value is and `ARTY.dbitem`.
-- @type ARTY.db -- @type ARTY.db
ARTY.db={ ARTY.db={
["LeFH_18-40-105"] = { ["2B11 mortar"] = { -- type "2B11 mortar"
displayname = "FH LeFH-18 105mm", -- name displayed in the ME minrange = 500, -- correct?
minrange = 500, -- min range (green circle) in meters maxrange = 7000, -- 7 km
maxrange = 10500, -- max range (red circle) in meters reloadtime = 30, -- 30 sec
reloadtime = nil, -- reload time in seconds
}, },
["M2A1-105"] = { ["SPH 2S1 Gvozdika"] = { -- type "SAU Gvozdika"
displayname = "FH M2A1 105mm", minrange = 300, -- correct?
minrange = 500, maxrange = 15000, -- 15 km
maxrange = 11500, reloadtime = nil, -- unknown
reloadtime = nil,
}, },
["Pak40"] = { ["SPH 2S19 Msta"] = { --type "SAU Msta", alias "2S19 Msta"
displayname = "FH Pak 40 75mm", minrange = 300, -- correct?
minrange = 500, maxrange = 23500, -- 23.5 km
maxrange = 3000, reloadtime = nil, -- unknown
reloadtime = nil,
}, },
["L118_Unit"] = { ["SPH 2S3 Akatsia"] = { -- type "SAU Akatsia", alias "2S3 Akatsia"
displayname = "L118 Light Artillery Gun", minrange = 300, -- correct?
minrange = 500, maxrange = 17000, -- 17 km
maxrange = 17500, reloadtime = nil, -- unknown
reloadtime = nil,
}, },
["Smerch"] = { ["SPH 2S9 Nona"] = { --type "SAU 2-C9"
displayname = "MLRS 9A52 Smerch CM 300mm", minrange = 500, -- correct?
minrange = 20000, maxrange = 7000, -- 7 km
maxrange = 70000, reloadtime = nil, -- unknown
reloadtime = 2160,
}, },
["Smerch_HE"] = { ["SPH M109 Paladin"] = { -- type "M-109", alias "M109"
displayname = "MLRS 9A52 Smerch HE 300mm", minrange = 300, -- correct?
minrange = 20000, maxrange = 22000, -- 22 km
maxrange = 70000, reloadtime = nil, -- unknown
reloadtime = 2160,
}, },
["Uragan_BM-27"] = { ["SpGH Dana"] = { -- type "SpGH_Dana"
displayname = "MLRS 9K57 Uragan BM-27 220mm", minrange = 300, -- correct?
minrange = 11500, maxrange = 18700, -- 18.7 km
maxrange = 35800, reloadtime = nil, -- unknown
reloadtime = 840,
}, },
["Grad-URAL"] = { ["MLRS BM-21 Grad"] = { --type "Grad-URAL", alias "MLRS BM-21 Grad"
displayname = "MLRS BM-21 Grad 122mm", minrange = 5000, -- 5 km
minrange = 5000, maxrange = 19000, -- 19 km
maxrange = 19000, reloadtime = 420, -- 7 min
reloadtime = 420,
}, },
["HL_B8M1"] = { ["MLRS 9K57 Uragan BM-27"] = { -- type "Uragan_BM-27"
displayname = "MLRS HL with B8M1 80mm", minrange = 11500, -- 11.5 km
minrange = 500, maxrange = 35800, -- 35.8 km
maxrange = 5000, reloadtime = 840, -- 14 min
reloadtime = nil,
}, },
["tt_B8M1"] = { ["MLRS 9A52 Smerch"] = { -- type "Smerch"
displayname = "MLRS LC with B8M1 80mm", minrange = 20000, -- 20 km
minrange = 500, maxrange = 70000, -- 70 km
maxrange = 5000, reloadtime = 2160, -- 36 min
reloadtime = nil,
}, },
["MLRS"] = { ["MLRS M270"] = { --type "MRLS", alias "M270 MRLS"
displayname = "MLRS M270 227mm", minrange = 10000, -- 10 km
minrange = 10000, maxrange = 32000, -- 32 km
maxrange = 32000, reloadtime = 540, -- 9 min
reloadtime = 540,
},
["2B11 mortar"] = {
displayname = "Mortar 2B11 120mm",
minrange = 500,
maxrange = 7000,
reloadtime = 30,
},
["PLZ05"] = {
displayname = "PLZ-05",
minrange = 500,
maxrange = 23500,
reloadtime = nil,
},
["SAU Gvozdika"] = {
displayname = "SPH 2S1 Gvozdika 122mm",
minrange = 300,
maxrange = 15000,
reloadtime = nil,
},
["SAU Msta"] = {
displayname = "SPH 2S19 Msta 152mm",
minrange = 300,
maxrange = 23500,
reloadtime = nil,
},
["SAU Akatsia"] = {
displayname = "SPH 2S3 Akatsia 152mm",
minrange = 300,
maxrange = 17000,
reloadtime = nil,
},
["SpGH_Dana"] = {
displayname = "SPH Dana vz77 152mm",
minrange = 300,
maxrange = 18700,
reloadtime = nil,
},
["M-109"] = {
displayname = "SPH M109 Paladin 155mm",
minrange = 300,
maxrange = 22000,
reloadtime = nil,
},
["M12_GMC"] = {
displayname = "SPH M12 GMC 155mm",
minrange = 300,
maxrange = 18200,
reloadtime = nil,
},
["Wespe124"] = {
displayname = "SPH Sd.Kfz.124 Wespe 105mm",
minrange = 300,
maxrange = 7000,
reloadtime = nil,
},
["T155_Firtina"] = {
displayname = "SPH T155 Firtina 155mm",
minrange = 300,
maxrange = 41000,
reloadtime = nil,
},
["SAU 2-C9"] = {
displayname = "SPM 2S9 Nona 120mm M",
minrange = 500,
maxrange = 7000,
reloadtime = nil,
}, },
} }
@@ -780,7 +694,7 @@ ARTY.db={
--- Arty script version. --- Arty script version.
-- @field #string version -- @field #string version
ARTY.version="1.3.3" ARTY.version="1.3.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -793,7 +707,7 @@ ARTY.version="1.3.3"
-- DONE: Add user defined rearm weapon types. -- DONE: Add user defined rearm weapon types.
-- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function> -- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function>
-- DONE: Make ARTY move to rearming position. -- DONE: Make ARTY move to rearming position.
-- DONE: Check that right rearming vehicle is specified. Blue M939, Red Ural-375. Are there more? <user needs to know!> -- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check if ARTY group is still alive. -- DONE: Check if ARTY group is still alive.
-- DONE: Handle dead events. -- DONE: Handle dead events.
-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example. -- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
@@ -882,8 +796,8 @@ function ARTY:New(group, alias)
-- Maximum speed in km/h. -- Maximum speed in km/h.
self.SpeedMax=group:GetSpeedMax() self.SpeedMax=group:GetSpeedMax()
-- Group is mobile or not (e.g. mortars). Some immobile units have a speed of 1 m/s = 3.6 km/h. So we check this number. -- Group is mobile or not (e.g. mortars).
if self.SpeedMax>3.6 then if self.SpeedMax>1 then
self.ismobile=true self.ismobile=true
else else
self.ismobile=false self.ismobile=false
@@ -1618,7 +1532,7 @@ end
--- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group. --- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self -- @param #ARTY self
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M939 transport whilst for red an unarmed Ural-375 transport can be used. -- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used.
-- @return self -- @return self
function ARTY:SetRearmingGroup(group) function ARTY:SetRearmingGroup(group)
self:F({group=group}) self:F({group=group})
@@ -1973,7 +1887,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
MESSAGE:New(text, 5):ToAllIf(self.Debug) MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Get Ammo. -- Get Ammo.
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0, self.Narty0=self:GetAmmo(self.Debug) self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
-- Init nuclear explosion parameters if they were not set by user. -- Init nuclear explosion parameters if they were not set by user.
if self.nukerange==nil then if self.nukerange==nil then
@@ -2008,7 +1922,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
end end
-- Check if we have and arty type that is in the DB. -- Check if we have and arty type that is in the DB.
local _dbproperties=self:_CheckDB(self.Type) local _dbproperties=self:_CheckDB(self.DisplayName)
self:T({dbproperties=_dbproperties}) self:T({dbproperties=_dbproperties})
if _dbproperties~=nil then if _dbproperties~=nil then
for property,value in pairs(_dbproperties) do for property,value in pairs(_dbproperties) do
@@ -2054,8 +1968,8 @@ function ARTY:onafterStart(Controllable, From, Event, To)
text=text..string.format("Type = %s\n", self.Type) text=text..string.format("Type = %s\n", self.Type)
text=text..string.format("Display Name = %s\n", self.DisplayName) text=text..string.format("Display Name = %s\n", self.DisplayName)
text=text..string.format("Number of units = %d\n", self.IniGroupStrength) text=text..string.format("Number of units = %d\n", self.IniGroupStrength)
text=text..string.format("Speed max = %.1f km/h\n", self.SpeedMax) text=text..string.format("Speed max = %d km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %.1f km/h\n", self.Speed) text=text..string.format("Speed default = %d km/h\n", self.Speed)
text=text..string.format("Is mobile = %s\n", tostring(self.ismobile)) text=text..string.format("Is mobile = %s\n", tostring(self.ismobile))
text=text..string.format("Is cargo = %s\n", tostring(self.iscargo)) text=text..string.format("Is cargo = %s\n", tostring(self.iscargo))
text=text..string.format("Min range = %.1f km\n", self.minrange/1000) text=text..string.format("Min range = %.1f km\n", self.minrange/1000)
@@ -2179,7 +2093,7 @@ function ARTY:_StatusReport(display)
end end
-- Get Ammo. -- Get Ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo() local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nnukes=self.Nukes local Nnukes=self.Nukes
local Nillu=self.Nillu local Nillu=self.Nillu
local Nsmoke=self.Nsmoke local Nsmoke=self.Nsmoke
@@ -2192,7 +2106,7 @@ function ARTY:_StatusReport(display)
text=text..string.format("Clock = %s\n", Clock) text=text..string.format("Clock = %s\n", Clock)
text=text..string.format("FSM state = %s\n", self:GetState()) text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Total ammo count = %d\n", Nammo) text=text..string.format("Total ammo count = %d\n", Nammo)
text=text..string.format("Number of shells = %d\n", Narty) text=text..string.format("Number of shells = %d\n", Nshells)
text=text..string.format("Number of rockets = %d\n", Nrockets) text=text..string.format("Number of rockets = %d\n", Nrockets)
text=text..string.format("Number of missiles = %d\n", Nmissiles) text=text..string.format("Number of missiles = %d\n", Nmissiles)
text=text..string.format("Number of nukes = %d\n", Nnukes) text=text..string.format("Number of nukes = %d\n", Nnukes)
@@ -2379,19 +2293,19 @@ function ARTY:OnEventShot(EventData)
end end
-- Get current ammo. -- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo() local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Decrease available nukes because we just fired one. -- Decrease available nukes because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
self.Nukes=self.Nukes-1 self.Nukes=self.Nukes-1
end end
-- Decrease available illumination shells because we just fired one. -- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then
self.Nillu=self.Nillu-1 self.Nillu=self.Nillu-1
end end
-- Decrease available smoke shells because we just fired one. -- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then
self.Nsmoke=self.Nsmoke-1 self.Nsmoke=self.Nsmoke-1
end end
@@ -2409,7 +2323,7 @@ function ARTY:OnEventShot(EventData)
-- Weapon type name for current target. -- Weapon type name for current target.
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype) local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _narty, _nrockets, _nmissiles)) self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype)) self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype))
-- Default switches for cease fire and relocation. -- Default switches for cease fire and relocation.
@@ -2857,7 +2771,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To) self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo. -- Get ammo.
local nammo, nshells, nrockets, nmissiles, narty=self:GetAmmo() local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier. -- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then if self.iscargo and self.cargogroup then
@@ -2874,7 +2788,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- FSM state. -- FSM state.
local fsmstate=self:GetState() local fsmstate=self:GetState()
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, narty, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles)) self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then if self.Controllable and self.Controllable:IsAlive() then
@@ -2958,18 +2872,19 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:CeaseFire(self.currentTarget) self:CeaseFire(self.currentTarget)
end end
if self:is("CombatReady") then -- Open fire on timed target.
-- Open fire on timed target. self:OpenFire(_timedTarget)
self:OpenFire(_timedTarget)
end
elseif _normalTarget then elseif _normalTarget then
if self:is("CombatReady") then -- Open fire on normal target.
-- Open fire on normal target. self:OpenFire(_normalTarget)
self:OpenFire(_normalTarget)
end
end end
-- Get ammo.
--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- Check if we have a target in the queue for which weapons are still available. -- Check if we have a target in the queue for which weapons are still available.
local gotsome=false local gotsome=false
if #self.targets>0 then if #self.targets>0 then
@@ -3130,14 +3045,14 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local range=Controllable:GetCoordinate():Get2DDistance(target.coord) local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Get ammo. -- Get ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo() local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local nfire=Narty local nfire=Nammo
local _type="shots" local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo -- We take everything that is available nfire=Nammo
_type="shots" _type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty nfire=Nshells
_type="shells" _type="shells"
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes nfire=self.Nukes
@@ -3156,8 +3071,6 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
_type="cruise missiles" _type="cruise missiles"
end end
--env.info(string.format("FF type=%s, Nrockets=%d, Nfire=%d target.nshells=%d", _type, Nrockets, nfire, target.nshells))
-- Adjust if less than requested ammo is left. -- Adjust if less than requested ammo is left.
target.nshells=math.min(target.nshells, nfire) target.nshells=math.min(target.nshells, nfire)
@@ -3424,7 +3337,7 @@ function ARTY:_CheckRearmed()
self:F2() self:F2()
-- Get current ammo. -- Get current ammo.
local nammo,nshells,nrockets,nmissiles,narty=self:GetAmmo() local nammo,nshells,nrockets,nmissiles=self:GetAmmo()
-- Number of units still alive. -- Number of units still alive.
local units=self.Controllable:GetUnits() local units=self.Controllable:GetUnits()
@@ -3691,10 +3604,6 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
weapontype=ARTY.WeaponType.Cannon weapontype=ARTY.WeaponType.Cannon
end end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free. -- Set ROE to weapon free.
group:OptionROEOpenFire() group:OptionROEOpenFire()
@@ -3705,7 +3614,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype) local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
-- Execute task. -- Execute task.
group:SetTask(fire,1) group:SetTask(fire)
end end
--- Set task for attacking a group. --- Set task for attacking a group.
@@ -3723,10 +3632,6 @@ function ARTY:_AttackGroup(target)
weapontype=ARTY.WeaponType.Cannon weapontype=ARTY.WeaponType.Cannon
end end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free. -- Set ROE to weapon free.
group:OptionROEOpenFire() group:OptionROEOpenFire()
@@ -3737,7 +3642,7 @@ function ARTY:_AttackGroup(target)
local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1) local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
-- Execute task. -- Execute task.
group:SetTask(fire,1) group:SetTask(fire)
end end
@@ -3804,6 +3709,51 @@ function ARTY:_NuclearBlast(_coord)
ignite(_fires) ignite(_fires)
end end
--[[
local ZoneNuke=ZONE_RADIUS:New("Nukezone", _coord:GetVec2(), 2000)
-- Scan for Scenery objects.
ZoneNuke:Scan(Object.Category.SCENERY)
-- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group.
local scenery={}
for SceneryTypeName, SceneryData in pairs(ZoneNuke:GetScannedScenery()) do
for SceneryName, SceneryObject in pairs(SceneryData) do
local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY
-- Position of the scenery object.
local spos=SceneryObject:GetCoordinate()
-- Distance from group to impact point.
local distance= spos:Get2DDistance(_coord)
-- Place markers on every possible scenery object.
if self.Debug then
local MarkerID=spos:MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(), SceneryObject:GetTypeName()))
local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS())
self:T2(SUPPRESSION.id..text)
end
-- Add to table.
table.insert(scenery, {object=SceneryObject, distance=distance})
--SceneryObject:Destroy()
end
end
-- Sort scenery wrt to distance from impact point.
-- local _sort = function(a,b) return a.distance < b.distance end
-- table.sort(scenery,_sort)
-- for _,object in pairs(scenery) do
-- local sobject=object -- Wrapper.Scenery#SCENERY
-- sobject:Destroy()
-- end
]]
end end
--- Route group to a certain point. --- Route group to a certain point.
@@ -3965,7 +3915,6 @@ end
-- @return #number Number of shells the group has left. -- @return #number Number of shells the group has left.
-- @return #number Number of rockets the group has left. -- @return #number Number of rockets the group has left.
-- @return #number Number of missiles the group has left. -- @return #number Number of missiles the group has left.
-- @return #number Number of artillery shells the group has left.
function ARTY:GetAmmo(display) function ARTY:GetAmmo(display)
self:F3({display=display}) self:F3({display=display})
@@ -3979,7 +3928,6 @@ function ARTY:GetAmmo(display)
local nshells=0 local nshells=0
local nrockets=0 local nrockets=0
local nmissiles=0 local nmissiles=0
local nartyshells=0
-- Get all units. -- Get all units.
local units=self.Controllable:GetUnits() local units=self.Controllable:GetUnits()
@@ -4082,8 +4030,7 @@ function ARTY:GetAmmo(display)
-- Add up all shells. -- Add up all shells.
nshells=nshells+Nammo nshells=nshells+Nammo
local _,_,_,_,_,shells = unit:GetAmmunition()
nartyshells=nartyshells+shells
-- Debug info. -- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName) text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
@@ -4129,7 +4076,7 @@ function ARTY:GetAmmo(display)
-- Total amount of ammunition. -- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles nammo=nshells+nrockets+nmissiles
return nammo, nshells, nrockets, nmissiles, nartyshells return nammo, nshells, nrockets, nmissiles
end end
--- Returns a name of a missile category. --- Returns a name of a missile category.
@@ -4880,10 +4827,7 @@ function ARTY:_CheckShootingStarted()
-- Check if we waited long enough and no shot was fired. -- Check if we waited long enough and no shot was fired.
--if dt > self.WaitForShotTime and self.Nshots==0 then --if dt > self.WaitForShotTime and self.Nshots==0 then
if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
self:T(string.format("dt = %d WaitTime = %d | shots = %d TargetShells = %d",dt,self.WaitForShotTime,self.Nshots,self.currentTarget.nshells))
if (dt > self.WaitForShotTime and self.Nshots==0) or (self.currentTarget.nshells <= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
-- Debug info. -- Debug info.
self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name)) self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))
@@ -4945,7 +4889,7 @@ end
function ARTY:_CheckOutOfAmmo(targets) function ARTY:_CheckOutOfAmmo(targets)
-- Get current ammo. -- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo() local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Special weapon type requested ==> Check if corresponding ammo is empty. -- Special weapon type requested ==> Check if corresponding ammo is empty.
local _partlyoutofammo=false local _partlyoutofammo=false
@@ -4957,7 +4901,7 @@ function ARTY:_CheckOutOfAmmo(targets)
self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name)) self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name))
_partlyoutofammo=true _partlyoutofammo=true
elseif Target.weapontype==ARTY.WeaponType.Cannon and _narty==0 then elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name)) self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name))
_partlyoutofammo=true _partlyoutofammo=true
@@ -5001,14 +4945,14 @@ end
function ARTY:_CheckWeaponTypeAvailable(target) function ARTY:_CheckWeaponTypeAvailable(target)
-- Get current ammo of group. -- Get current ammo of group.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo() local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
-- Check if enough ammo is there for the selected weapon type. -- Check if enough ammo is there for the selected weapon type.
local nfire=Nammo local nfire=Nammo
if target.weapontype==ARTY.WeaponType.Auto then if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo nfire=Nammo
elseif target.weapontype==ARTY.WeaponType.Cannon then elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty nfire=Nshells
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes nfire=self.Nukes
elseif target.weapontype==ARTY.WeaponType.IlluminationShells then elseif target.weapontype==ARTY.WeaponType.IlluminationShells then
File diff suppressed because it is too large Load Diff
+8 -11
View File
@@ -52,13 +52,11 @@
-- @module Functional.CleanUp -- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG -- @image CleanUp_Airbases.JPG
--- --- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. -- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- --- @type CLEANUP_AIRBASE
-- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__ -- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. --- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
@@ -95,7 +93,7 @@ CLEANUP_AIRBASE = {
-- @field #CLEANUP_AIRBASE.__ -- @field #CLEANUP_AIRBASE.__
CLEANUP_AIRBASE.__ = {} CLEANUP_AIRBASE.__ = {}
-- @field #CLEANUP_AIRBASE.__.Airbases --- @field #CLEANUP_AIRBASE.__.Airbases
CLEANUP_AIRBASE.__.Airbases = {} CLEANUP_AIRBASE.__.Airbases = {}
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names. --- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
@@ -242,8 +240,7 @@ function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
end end
end end
--- --- @param #CLEANUP_AIRBASE self
-- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CLEANUP_AIRBASE.__:OnEventBirth( EventData ) function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
self:F( { EventData } ) self:F( { EventData } )
@@ -357,7 +354,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
self:F({Event}) self:F({Event})
if Event.IniDCSUnit and Event.IniUnit and Event.IniCategory == Object.Category.UNIT then if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName ) self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
@@ -365,7 +362,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
end end
end end
if Event.TgtDCSUnit and Event.TgtUnit and Event.TgtCategory == Object.Category.UNIT then if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName ) self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
@@ -387,7 +384,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit and CleanUpUnit:IsAlive() ~= nil then if CleanUpUnit:IsAlive() ~= nil then
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
@@ -414,7 +411,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
end end
end end
-- Clean Units which are waiting for a very long time in the CleanUpZone. -- Clean Units which are waiting for a very long time in the CleanUpZone.
if CleanUpUnit and (CleanUpUnit.GetPlayerName == nil or not CleanUpUnit:GetPlayerName()) then if CleanUpUnit and not CleanUpUnit:GetPlayerName() then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH() local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 then if CleanUpUnitVelocity < 1 then
if CleanUpListData.CleanUpMoved then if CleanUpListData.CleanUpMoved then
@@ -1,687 +0,0 @@
--- **Functional** - Manage and track client slots easily to add your own client-based menus and modules to.
--
-- The @{#CLIENTWATCH} class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.
--
-- ===
--
-- ## Features:
--
-- * Find clients by prefixes or by providing a Wrapper.CLIENT object
-- * Trigger functions when the client spawns and despawns
-- * Create multiple client instances without overwriting event handlers between instances
-- * More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
-- * Easily manage clients spawned in dynamic slots
--
-- ====
--
-- ### Author: **Statua**
--
-- ### Contributions: **FlightControl**: Wrapper.CLIENT
--
-- ====
-- @module Functional.ClientWatch
-- @image clientwatch.jpg
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- CLIENTWATCH class
-- @type CLIENTWATCH
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players.
-- @field #string lid String for DCS log file.
-- @field #number FilterCoalition If not nil, will only activate for aircraft of the given coalition value.
-- @field #number FilterCategory If not nil, will only activate for aircraft of the given category value.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Manage and track client slots easily to add your own client-based menus and modules to.
--
-- ## Creating a new instance
--
-- To start, you must first create a new instance of the client manager and provide it with either a Wrapper.Client#CLIENT object, a string prefix of the unit name, or a table of string prefixes for unit names. These are used to capture the client unit when it spawns and apply your scripted functions to it. Only fixed wing and rotary wing aircraft controlled by players can be used by this class.
-- **This will not work if the client aircraft is alive!**
--
-- ### Examples
--
-- -- Create an instance with a Wrapper.Client#CLIENT object
-- local heliClient = CLIENT:FindByName('Rotary1-1')
-- local clientInstance = CLIENTWATCH:New(heliClient)
--
-- -- Create an instance with part of the unit name in the Mission Editor
-- local clientInstance = CLIENTWATCH:New("Rotary")
--
-- -- Create an instance using prefixes for a few units as well as a FARP name for any dynamic spawns coming out of it
-- local clientInstance = CLIENTWATCH:New({"Rescue","UH-1H","FARP ALPHA"})
--
-- ## Applying functions and methods to client aircraft when they spawn
--
-- Once the instance is created, it will watch for birth events. If the unit name of the client aircraft matches the one provided in the instance, the callback method @{#CLIENTWATCH:OnAfterSpawn}() can be used to apply functions and methods to the client object.
--
-- In the OnAfterSpawn() callback method are four values. From, Event, To, and ClientObject. From,Event,To are standard FSM strings for the state changes. ClientObject is where the magic happens. This is a special object which you can use to access all the data of the client aircraft. The following entries in ClientObject are available for you to use:
--
-- * **ClientObject.Unit**: The Moose @{Wrapper.Unit#UNIT} of the client aircraft
-- * **ClientObject.Group**: The Moose @{Wrapper.Group#GRUP} of the client aircraft
-- * **ClientObject.Client**: The Moose @{Wrapper.Client#CLIENT} of the client aircraft
-- * **ClientObject.PlayerName**: A #string of the player controlling the aircraft
-- * **ClientObject.UnitName**: A #string of the client aircraft unit.
-- * **ClientObject.GroupName**: A #string of the client aircraft group.
--
-- ### Examples
--
-- -- Create an instance with a client unit prefix and send them a message when they spawn
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
-- end
--
-- ## Using event callbacks
--
-- In a normal setting, you can only use a callback function for a specific option in one location. If you have multiple scripts that rely on the same callback from the same object, this can get quite messy. With the ClientWatch module, these callbacks are isolated t the instances and therefore open the possibility to use many instances with the same callback doing different things. ClientWatch instances subscribe to all events that are applicable to player controlled aircraft and provides callbacks for each, forwarding the EventData in the callback function.
--
-- The following event callbacks can be used inside the OnAfterSpawn() callback:
--
-- * **:OnAfterDespawn(From,Event,To)**: Triggers whenever DCS no longer sees the aircraft as 'alive'. No event data is given in this callback as it is derived from other events
-- * **:OnAfterHit(From,Event,To,EventData)**: Triggers every time the aircraft takes damage or is struck by a weapon/explosion
-- * **:OnAfterKill(From,Event,To,EventData)**: Triggers after the aircraft kills something with its weapons
-- * **:OnAfterScore(From,Event,To,EventData)**: Triggers after accumulating score
-- * **:OnAfterShot(From,Event,To,EventData)**: Triggers after a single-shot weapon is released
-- * **:OnAfterShootingStart(From,Event,To,EventData)**: Triggers when an automatic weapon begins firing
-- * **:OnAfterShootingEnd(From,Event,To,EventData)**: Triggers when an automatic weapon stops firing
-- * **:OnAfterLand(From,Event,To,EventData)**: Triggers when an aircraft transitions from being airborne to on the ground
-- * **:OnAfterTakeoff(From,Event,To,EventData)**: Triggers when an aircraft transitions from being on the ground to airborne
-- * **:OnAfterRunwayTakeoff(From,Event,To,EventData)**: Triggers after lifting off from a runway
-- * **:OnAfterRunwayTouch(From,Event,To,EventData)**: Triggers when an aircraft's gear makes contact with a runway
-- * **:OnAfterRefueling(From,Event,To,EventData)**: Triggers when an aircraft begins taking on fuel
-- * **:OnAfterRefuelingStop(From,Event,To,EventData)**: Triggers when an aircraft stops taking on fuel
-- * **:OnAfterPlayerLeaveUnit(From,Event,To,EventData)**: Triggers when a player leaves an operational aircraft
-- * **:OnAfterCrash(From,Event,To,EventData)**: Triggers when an aircraft is destroyed (may fail to trigger if the aircraft is only partially destroyed)
-- * **:OnAfterDead(From,Event,To,EventData)**: Triggers when an aircraft is considered dead (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterPilotDead(From,Event,To,EventData)**: Triggers when the pilot is killed (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterUnitLost(From,Event,To,EventData)**: Triggers when an aircraft is lost for any reason (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterEjection(From,Event,To,EventData)**: Triggers when a pilot ejects from an aircraft
-- * **:OnAfterHumanFailure(From,Event,To,EventData)**: Triggers when an aircraft or system is damaged from any source or action by the player
-- * **:OnAfterHumanAircraftRepairStart(From,Event,To,EventData)**: Triggers when an aircraft repair is started
-- * **:OnAfterHumanAircraftRepairFinish(From,Event,To,EventData)**: Triggers when an aircraft repair is completed
-- * **:OnAfterEngineStartup(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a started state. Parameters vary by aircraft
-- * **:OnAfterEngineShutdown(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a stopped state. Parameters vary by aircraft
-- * **:OnAfterWeaponAdd(From,Event,To,EventData)**: Triggers when an item is added to an aircraft's payload
-- * **:OnAfterWeaponDrop(From,Event,To,EventData)**: Triggers when an item is jettisoned or dropped from an aircraft (unconfirmed)
-- * **:OnAfterWeaponRearm(From,Event,To,EventData)**: Triggers when an item with internal supply is restored (unconfirmed)
--
-- ### Examples
--
-- -- Show a message to player when they take damage from a weapon
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- function ClientObject:OnAfterHit(From,Event,To,EventData)
-- local typeShooter = EventData.IniTypeName
-- local nameWeapon = EventData.weapon_name
-- MESSAGE:New("A "..typeShooter.." hit you with a "..nameWeapon,20):ToUnit(ClientObject.Unit)
-- end
-- end
--
-- @field #CLIENTWATCH
CLIENTWATCH = {}
CLIENTWATCH.ClassName = "CLIENTWATCH"
CLIENTWATCH.Debug = false
CLIENTWATCH.DebugEventData = false
CLIENTWATCH.lid = nil
-- @type CLIENTWATCHTools
-- @field #table Unit Wrapper.UNIT of the cient object
-- @field #table Group Wrapper.GROUP of the cient object
-- @field #table Client Wrapper.CLIENT of the cient object
-- @field #string PlayerName Name of the player controlling the client object
-- @field #string UnitName Name of the unit that is the client object
-- @field #string GroupName Name of the group the client object belongs to
CLIENTWATCHTools = {}
--- CLIENTWATCH version
-- @field #string version
CLIENTWATCH.version="1.0.1"
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Creates a new instance of CLIENTWATCH to add scripts to. Can be used multiple times with the same client/prefixes if you need it for multiple scripts.
-- @param #CLIENTWATCH self
-- @param #string Will watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix.
-- @param #table Put strings in a table to use multiple prefixes for the above method.
-- @param Wrapper.Client#CLIENT Provide a Moose CLIENT object to apply to that specific aircraft slot (static slots only!)
-- @param #nil Leave blank to activate for ALL CLIENTS
-- @return #CLIENTWATCH self
function CLIENTWATCH:New(client)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Idle" )
self:AddTransition( "*", "Spawn", "*" )
self.FilterCoalition = nil
self.FilterCategory = nil
--- User function for OnAfter "Spawn" event.
-- @function [parent=#CLIENTWATCH] OnAfterSpawn
-- @param #CLIENTWATCH self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table clientObject Custom object that handles events and stores Moose object data. See top documentation for more details.
-- @param #table eventdata Data from EVENTS.Birth.
--Set up spawn tracking
if not client then
if self.Debug then self:I({"New client instance created. ClientType = All clients"}) end
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
elseif type(client) == "table" or type(client) == "string" then
if type(client) == "table" then
--CLIENT TABLE
if client.ClassName == "CLIENT" then
if self.Debug then self:I({"New client instance created. ClientType = Wrapper.CLIENT",client}) end
self.ClientName = client:GetName()
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.ClientName == eventdata.IniUnitName then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
--STRING TABLE
else
if self.Debug then self:I({"New client instance created. ClientType = Multiple Prefixes",client}) end
local tableValid = true
for _,entry in pairs(client) do
if type(entry) ~= "string" then
tableValid = false
self:E({"The base handler failed to start because at least one entry in param1's table is not a string!",InvalidEntry = entry})
return nil
end
end
if tableValid then
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
for _,entry in pairs(client) do
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,entry) or string.match(eventdata.IniGroupName,entry) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
break
end
end
end
end
end
end
else
if self.Debug then self:I({"New client instance created. ClientType = Single Prefix",client}) end
--SOLO STRING
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,client) or string.match(eventdata.IniGroupName,client) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
end
else
self:E({"The base handler failed to start because param1 is not a CLIENT object or a prefix string!",param1 = client})
return nil
end
return self
end
--- Filter out all clients not belonging to the provided coalition
-- @param #CLIENTWATCH self
-- @param #number Coalition number (1 = red, 2 = blue)
-- @param #string Coalition string ('red' or 'blue')
function CLIENTWATCH:FilterByCoalition(value)
if value == 1 or value == "red" then
self.FilterCoalition = 1
else
self.FilterCoalition = 2
end
return self
end
--- Filter out all clients that are not of the given category
-- @param #CLIENTWATCH self
-- @param #number Category number (0 = airplane, 1 = helicopter)
-- @param #string Category string ('airplane' or 'helicopter')
function CLIENTWATCH:FilterByCategory(value)
if value == 1 or value == "helicopter" then
self.FilterCategory = 1
else
self.FilterCategory = 0
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Internal function for creating a new client on birth. Do not use!!!.
-- @param #CLIENTWATCHTools self
-- @param #EVENTS.Birth EventData
-- @return #CLIENTWATCHTools self
function CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Alive" )
self:AddTransition( "Alive", "Despawn", "Dead" )
self.Unit = eventdata.IniUnit
self.Group = self.Unit:GetGroup()
self.Client = self.Unit:GetClient()
self.PlayerName = self.Unit:GetPlayerName()
self.UnitName = self.Unit:GetName()
self.GroupName = self.Group:GetName()
--Event events
self:AddTransition( "*", "Hit", "*" )
self:AddTransition( "*", "Kill", "*" )
self:AddTransition( "*", "Score", "*" )
self:AddTransition( "*", "Shot", "*" )
self:AddTransition( "*", "ShootingStart", "*" )
self:AddTransition( "*", "ShootingEnd", "*" )
self:AddTransition( "*", "Land", "*" )
self:AddTransition( "*", "Takeoff", "*" )
self:AddTransition( "*", "RunwayTakeoff", "*" )
self:AddTransition( "*", "RunwayTouch", "*" )
self:AddTransition( "*", "Refueling", "*" )
self:AddTransition( "*", "RefuelingStop", "*" )
self:AddTransition( "*", "PlayerLeaveUnit", "*" )
self:AddTransition( "*", "Crash", "*" )
self:AddTransition( "*", "Dead", "*" )
self:AddTransition( "*", "PilotDead", "*" )
self:AddTransition( "*", "UnitLost", "*" )
self:AddTransition( "*", "Ejection", "*" )
self:AddTransition( "*", "HumanFailure", "*" )
self:AddTransition( "*", "HumanAircraftRepairFinish", "*" )
self:AddTransition( "*", "HumanAircraftRepairStart", "*" )
self:AddTransition( "*", "EngineShutdown", "*" )
self:AddTransition( "*", "EngineStartup", "*" )
self:AddTransition( "*", "WeaponAdd", "*" )
self:AddTransition( "*", "WeaponDrop", "*" )
self:AddTransition( "*", "WeaponRearm", "*" )
--Event Handlers
self:HandleEvent( EVENTS.Hit )
self:HandleEvent( EVENTS.Kill )
self:HandleEvent( EVENTS.Score )
self:HandleEvent( EVENTS.Shot )
self:HandleEvent( EVENTS.ShootingStart )
self:HandleEvent( EVENTS.ShootingEnd )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.Takeoff )
self:HandleEvent( EVENTS.RunwayTakeoff )
self:HandleEvent( EVENTS.RunwayTouch )
self:HandleEvent( EVENTS.Refueling )
self:HandleEvent( EVENTS.RefuelingStop )
self:HandleEvent( EVENTS.PlayerLeaveUnit )
self:HandleEvent( EVENTS.Crash )
self:HandleEvent( EVENTS.Dead )
self:HandleEvent( EVENTS.PilotDead )
self:HandleEvent( EVENTS.UnitLost )
self:HandleEvent( EVENTS.Ejection )
self:HandleEvent( EVENTS.HumanFailure )
self:HandleEvent( EVENTS.HumanAircraftRepairFinish )
self:HandleEvent( EVENTS.HumanAircraftRepairStart )
self:HandleEvent( EVENTS.EngineShutdown )
self:HandleEvent( EVENTS.EngineStartup )
self:HandleEvent( EVENTS.WeaponAdd )
self:HandleEvent( EVENTS.WeaponDrop )
self:HandleEvent( EVENTS.WeaponRearm )
function self:OnEventHit(EventData)
if EventData.TgtUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered hit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Hit(EventData)
end
end
function self:OnEventKill(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered kill event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Kill(EventData)
end
end
function self:OnEventScore(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered score event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Score(EventData)
end
end
function self:OnEventShot(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shot event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Shot(EventData)
end
end
function self:OnEventShootingStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingStart(EventData)
end
end
function self:OnEventShootingEnd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting end event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingEnd(EventData)
end
end
function self:OnEventLand(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered land event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Land(EventData)
end
end
function self:OnEventTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Takeoff(EventData)
end
end
function self:OnEventRunwayTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTakeoff(EventData)
end
end
function self:OnEventRunwayTouch(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway touch event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTouch(EventData)
end
end
function self:OnEventRefueling(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Refueling(EventData)
end
end
function self:OnEventRefuelingStop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RefuelingStop(EventData)
end
end
function self:OnEventPlayerLeaveUnit(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered leave unit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PlayerLeaveUnit(EventData)
self._deadRoutine()
end
end
function self:OnEventCrash(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered crash event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Crash(EventData)
self._deadRoutine()
end
end
function self:OnEventDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Dead(EventData)
self._deadRoutine()
end
end
function self:OnEventPilotDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered pilot dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PilotDead(EventData)
self._deadRoutine()
end
end
function self:OnEventUnitLost(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered unit lost event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:UnitLost(EventData)
self._deadRoutine()
end
end
function self:OnEventEjection(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered ejection event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Ejection(EventData)
self._deadRoutine()
end
end
function self:OnEventHumanFailure(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered human failure event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanFailure(EventData)
if not self.Unit:IsAlive() then
self._deadRoutine()
end
end
end
function self:OnEventHumanAircraftRepairFinish(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair finished event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairFinish(EventData)
end
end
function self:OnEventHumanAircraftRepairStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairStart(EventData)
end
end
function self:OnEventEngineShutdown(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine shutdown event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineShutdown(EventData)
end
end
function self:OnEventEngineStartup(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine startup event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineStartup(EventData)
end
end
function self:OnEventWeaponAdd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon add event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponAdd(EventData)
end
end
function self:OnEventWeaponDrop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon drop event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponDrop(EventData)
end
end
function self:OnEventWeaponRearm(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon rearm event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponRearm(EventData)
end
end
--Fallback timer
self.FallbackTimer = TIMER:New(function()
if not self.Unit:IsAlive() then
if clientWatchDebug then
self:I({"Client is registered as dead without an event trigger. Running fallback dead routine.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self._deadRoutine()
end
end)
self.FallbackTimer:Start(5,5)
--Stop event handlers and trigger Despawn
function self._deadRoutine()
if clientWatchDebug then self:I({"Client dead routine triggered. Shutting down tracking...",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName}) end
self:UnHandleEvent( EVENTS.Hit )
self:UnHandleEvent( EVENTS.Kill )
self:UnHandleEvent( EVENTS.Score )
self:UnHandleEvent( EVENTS.Shot )
self:UnHandleEvent( EVENTS.ShootingStart )
self:UnHandleEvent( EVENTS.ShootingEnd )
self:UnHandleEvent( EVENTS.Land )
self:UnHandleEvent( EVENTS.Takeoff )
self:UnHandleEvent( EVENTS.RunwayTakeoff )
self:UnHandleEvent( EVENTS.RunwayTouch )
self:UnHandleEvent( EVENTS.Refueling )
self:UnHandleEvent( EVENTS.RefuelingStop )
self:UnHandleEvent( EVENTS.PlayerLeaveUnit )
self:UnHandleEvent( EVENTS.Crash )
self:UnHandleEvent( EVENTS.Dead )
self:UnHandleEvent( EVENTS.PilotDead )
self:UnHandleEvent( EVENTS.UnitLost )
self:UnHandleEvent( EVENTS.Ejection )
self:UnHandleEvent( EVENTS.HumanFailure )
self:UnHandleEvent( EVENTS.HumanAircraftRepairFinish )
self:UnHandleEvent( EVENTS.HumanAircraftRepairStart )
self:UnHandleEvent( EVENTS.EngineShutdown )
self:UnHandleEvent( EVENTS.EngineStartup )
self:UnHandleEvent( EVENTS.WeaponAdd )
self:UnHandleEvent( EVENTS.WeaponDrop )
self:UnHandleEvent( EVENTS.WeaponRearm )
self.FallbackTimer:Stop()
self:Despawn()
end
self:I({"Detected client spawn and applied internal functions and events.", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
return self
end
@@ -184,7 +184,7 @@
do -- DESIGNATE do -- DESIGNATE
-- @type DESIGNATE --- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS -- @extends Core.Fsm#FSM_PROCESS
--- Manage the designation of detected targets. --- Manage the designation of detected targets.
@@ -525,7 +525,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup --- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu self.FlashStatusMenu[AttackGroup] = FlashMenu
end end
@@ -554,7 +554,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup --- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
end end
@@ -826,7 +826,7 @@ do -- DESIGNATE
-- This Detection is obsolete, remove from the designate scope -- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup --- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
if AttackGroup:IsAlive() == true then if AttackGroup:IsAlive() == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " ) local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
@@ -903,7 +903,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP GroupReport --- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup ) function( AttackGroup )
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
@@ -1060,7 +1060,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP GroupReport --- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup ) function( AttackGroup )
self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup ) self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup )
@@ -1198,7 +1198,7 @@ do -- DESIGNATE
--local ReportTypes = REPORT:New() --local ReportTypes = REPORT:New()
--local ReportLaserCodes = REPORT:New() --local ReportLaserCodes = REPORT:New()
--TargetSetUnit:Flush( self ) TargetSetUnit:Flush( self )
--self:F( { Recces = self.Recces } ) --self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do for TargetUnit, RecceData in pairs( self.Recces ) do
@@ -1229,12 +1229,10 @@ do -- DESIGNATE
end end
end end
if TargetSetUnit == nil then return end
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0, TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
-- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit ) function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } ) self:F( { TargetUnit = TargetUnit:GetName() } )
@@ -1255,7 +1253,7 @@ do -- DESIGNATE
local RecceUnit = UnitData -- Wrapper.Unit#UNIT local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc() local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )x --self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
if RecceUnit:IsLasing() == false then if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } ) --self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
@@ -1277,10 +1275,9 @@ do -- DESIGNATE
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration ) local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet local AttackSet = self.AttackSet
local DesignateName = self.DesignateName local DesignateName = self.DesignateName
local typename = TargetUnit:GetTypeName()
function Spot:OnAfterDestroyed( From, Event, To ) function Spot:OnAfterDestroyed( From, Event, To )
self.Recce:MessageToSetGroup( "Target " ..typename .. " destroyed. " .. TargetSetUnit:CountAlive() .. " targets left.", self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
5, AttackSet, self.DesignateName ) 5, AttackSet, self.DesignateName )
end end
@@ -1288,7 +1285,7 @@ do -- DESIGNATE
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function. -- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1 MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName() local TargetUnitType = TargetUnit:GetTypeName()
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnitType .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
10, self.AttackSet, DesignateName ) 10, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true MarkedTypes[TargetUnitType] = true
@@ -1395,7 +1392,7 @@ do -- DESIGNATE
local MarkedCount = 0 local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0, TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
-- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit ) function( SmokeUnit )
if MarkedCount < self.MaximumMarkings then if MarkedCount < self.MaximumMarkings then
@@ -1460,10 +1457,9 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:onafterDoneSmoking( From, Event, To, Index ) function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
if self.Designating[Index] ~= nil then
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" ) self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu() self:SetDesignateMenu()
end
end end
--- DoneIlluminating --- DoneIlluminating
@@ -1476,3 +1472,5 @@ do -- DESIGNATE
end end
end end
@@ -545,7 +545,7 @@ do -- DETECTION_BASE
-- @param #string To The To State string. -- @param #string To The To State string.
function DETECTION_BASE:onafterDetect( From, Event, To ) function DETECTION_BASE:onafterDetect( From, Event, To )
local DetectDelay = 0.15 local DetectDelay = 0.1
self.DetectionCount = 0 self.DetectionCount = 0
self.DetectionRun = 0 self.DetectionRun = 0
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
@@ -596,7 +596,6 @@ do -- DETECTION_BASE
return self return self
end end
---
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -605,7 +604,7 @@ do -- DETECTION_BASE
-- @param #number DetectionTimeStamp Time stamp of detection event. -- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp ) function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
self:T( { DetectedObjects = self.DetectedObjects } ) -- self:F( { DetectedObjects = self.DetectedObjects } )
self.DetectionRun = self.DetectionRun + 1 self.DetectionRun = self.DetectionRun + 1
@@ -613,14 +612,14 @@ do -- DETECTION_BASE
if Detection and Detection:IsAlive() then if Detection and Detection:IsAlive() then
self:T( { "DetectionGroup is Alive", Detection:GetName() } ) -- self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
local DetectionGroupName = Detection:GetName() local DetectionGroupName = Detection:GetName()
local DetectionUnit = Detection:GetFirstUnitAlive() local DetectionUnit = Detection:GetUnit( 1 )
local DetectedUnits = {} local DetectedUnits = {}
local DetectedTargets = DetectionUnit:GetDetectedTargets( local DetectedTargets = Detection:GetDetectedTargets(
self.DetectVisual, self.DetectVisual,
self.DetectOptical, self.DetectOptical,
self.DetectRadar, self.DetectRadar,
@@ -629,11 +628,9 @@ do -- DETECTION_BASE
self.DetectDLINK self.DetectDLINK
) )
--self:T( { DetectedTargets = DetectedTargets } ) self:F( { DetectedTargets = DetectedTargets } )
--self:T(UTILS.PrintTableToLog(DetectedTargets))
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
for DetectionObjectID, Detection in pairs( DetectedTargets or {}) do
local DetectedObject = Detection.object -- DCS#Object local DetectedObject = Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
@@ -646,13 +643,13 @@ do -- DETECTION_BASE
end end
end end
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects or {}) do for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = DetectedObjectData.Object local DetectedObject = DetectedObjectData.Object
if DetectedObject:isExist() then if DetectedObject:isExist() then
local TargetIsDetected, TargetIsVisible, TargetKnowType, TargetKnowDistance, TargetLastTime, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected( local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
DetectedObject, DetectedObject,
self.DetectVisual, self.DetectVisual,
self.DetectOptical, self.DetectOptical,
@@ -4,7 +4,7 @@
do -- DETECTION_ZONES do -- DETECTION_ZONES
-- @type DETECTION_ZONES --- @type DETECTION_ZONES
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@@ -68,7 +68,7 @@ do -- DETECTION_ZONES
return self return self
end end
-- @param #DETECTION_ZONES self --- @param #DETECTION_ZONES self
-- @param #number The amount of alive recce. -- @param #number The amount of alive recce.
function DETECTION_ZONES:CountAliveRecce() function DETECTION_ZONES:CountAliveRecce()
@@ -76,7 +76,7 @@ do -- DETECTION_ZONES
end end
-- @param #DETECTION_ZONES self --- @param #DETECTION_ZONES self
function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... ) function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg ) self:F2( arg )
@@ -352,7 +352,7 @@ do -- DETECTION_ZONES
--DetectedSet:Flush( self ) --DetectedSet:Flush( self )
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
-- @param Wrapper.Unit#UNIT DetectedUnit --- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit ) function( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
--self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) --self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
@@ -380,7 +380,7 @@ do -- DETECTION_ZONES
end end
-- @param #DETECTION_ZONES self --- @param #DETECTION_ZONES self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -1154,6 +1154,8 @@ function ESCORT:_ReportTargetsScheduler()
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
if true then
local EscortGroupName = self.EscortGroup:GetName() local EscortGroupName = self.EscortGroup:GetName()
self.EscortMenuAttackNearbyTargets:RemoveSubMenus() self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
@@ -1224,6 +1226,177 @@ function ESCORT:_ReportTargetsScheduler()
end end
return true return true
else
-- local EscortGroupName = self.EscortGroup:GetName()
-- local EscortTargets = self.EscortGroup:GetDetectedTargets()
--
-- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
--
-- local EscortTargetMessages = ""
-- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
-- local EscortObject = EscortTarget.object
-- self:T( EscortObject )
-- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
--
-- local EscortTargetUnit = UNIT:Find( EscortObject )
-- local EscortTargetUnitName = EscortTargetUnit:GetName()
--
--
--
-- -- local EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity
-- -- = self.EscortGroup:IsTargetDetected( EscortObject )
-- --
-- -- self:T( { EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity } )
--
--
-- local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } )
--
-- if Distance <= 15 then
--
-- if not ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = {}
-- end
-- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
-- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
-- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
-- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
-- else
-- if ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = nil
-- end
-- end
-- end
-- end
--
-- self:T( { "Sorting Targets Table:", ClientEscortTargets } )
-- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
-- self:T( { "Sorted Targets Table:", ClientEscortTargets } )
--
-- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
-- self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
--
-- if self.EscortMenuTargetAssistance then
-- self.EscortMenuTargetAssistance:RemoveSubMenus()
-- end
--
-- --for MenuIndex = 1, #self.EscortMenuAttackTargets do
-- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
-- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
-- --end
--
--
-- if ClientEscortTargets then
-- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
--
-- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
--
-- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
--
-- local EscortTargetMessage = ""
-- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
-- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
-- if ClientEscortTargetData.type then
-- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
-- else
-- EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
-- end
--
-- local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } )
-- if ClientEscortTargetData.visible == false then
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
-- else
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
-- end
--
-- if ClientEscortTargetData.visible then
-- EscortTargetMessage = EscortTargetMessage .. ", visual"
-- end
--
-- if ClientEscortGroupName == EscortGroupName then
--
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- self.EscortMenuAttackNearbyTargets,
-- ESCORT._AttackTarget,
-- { ParamSelf = self,
-- ParamUnit = ClientEscortTargetData.AttackUnit
-- }
-- )
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
-- else
-- if self.EscortMenuTargetAssistance then
-- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- MenuTargetAssistance,
-- ESCORT._AssistTarget,
-- self,
-- EscortGroupData.EscortGroup,
-- ClientEscortTargetData.AttackUnit
-- )
-- end
-- end
-- else
-- ClientEscortTargetData = nil
-- end
-- end
-- end
--
-- if EscortTargetMessages ~= "" and self.ReportTargets == true then
-- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
-- else
-- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
-- end
-- end
--
-- if self.EscortMenuResumeMission then
-- self.EscortMenuResumeMission:RemoveSubMenus()
--
-- -- if self.EscortMenuResumeWayPoints then
-- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
-- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
-- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
-- -- end
-- -- end
--
-- local TaskPoints = self:RegisterRoute()
-- for WayPointID, WayPoint in pairs( TaskPoints ) do
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
-- ( WayPoint.y - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
-- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
-- end
-- end
--
-- return true
end
end end
return false return false
+3 -7
View File
@@ -19,10 +19,6 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Functional/FOX)
--
-- ===
--
-- ### Author: **funkyfranky** -- ### Author: **funkyfranky**
-- @module Functional.Fox -- @module Functional.Fox
-- @image Functional_FOX.png -- @image Functional_FOX.png
@@ -141,7 +137,7 @@ FOX = {
explosiondist = 200, explosiondist = 200,
explosiondist2 = 500, explosiondist2 = 500,
bigmissilemass = 50, bigmissilemass = 50,
--destroy = nil, destroy = nil,
dt50 = 5, dt50 = 5,
dt10 = 1, dt10 = 1,
dt05 = 0.5, dt05 = 0.5,
@@ -441,7 +437,7 @@ function FOX:SetProtectedGroupSet(groupset)
return self return self
end end
--- Add a group to the protected set. Works only with AI! --- Add a group to the protected set.
-- @param #FOX self -- @param #FOX self
-- @param Wrapper.Group#GROUP group Protected group. -- @param Wrapper.Group#GROUP group Protected group.
-- @return #FOX self -- @return #FOX self
@@ -1060,7 +1056,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
-- Tracking info and init of last bomb position. -- Tracking info and init of last bomb position.
local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName) local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
self:T(FOX.lid..text) self:I(FOX.lid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug) MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Loop over players. -- Loop over players.
+110 -320
View File
@@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: Mar 2025 -- Last Update: Dec 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@@ -58,11 +58,6 @@
-- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled -- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled
-- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range -- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range
-- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius. -- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius.
-- @field #boolean checkforfriendlies If true, do not activate a SAM installation if a friendly aircraft is in firing range.
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range.
-- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -74,7 +69,7 @@
-- --
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System. -- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy. -- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you -- * **Automatic mode** (default since 0.8) can set-up your SAM site network automatically for you
-- * **Classic mode** behaves like before -- * **Classic mode** behaves like before
-- * Leverage evasiveness from SEAD, leverage attack range setting -- * Leverage evasiveness from SEAD, leverage attack range setting
-- * Automatic setup of SHORAD based on groups of the class "short-range" -- * Automatic setup of SHORAD based on groups of the class "short-range"
@@ -89,7 +84,6 @@
-- * SAM sites, e.g. each **group name** begins with "Red SAM" -- * SAM sites, e.g. each **group name** begins with "Red SAM"
-- * EWR network and AWACS, e.g. each **group name** begins with "Red EWR" and *not* e.g. "Red SAM EWR" (overlap with "Red SAM"), "Red EWR Awacs" will be found by "Red EWR" -- * EWR network and AWACS, e.g. each **group name** begins with "Red EWR" and *not* e.g. "Red SAM EWR" (overlap with "Red SAM"), "Red EWR Awacs" will be found by "Red EWR"
-- * SHORAD, e.g. each **group name** begins with "Red SHORAD" and *not" e.g. just "SHORAD" because you might also have "Blue SHORAD" -- * SHORAD, e.g. each **group name** begins with "Red SHORAD" and *not" e.g. just "SHORAD" because you might also have "Blue SHORAD"
-- * Point Defense, e.g. each **group name** begins with "Red AAA" and *not" e.g. just "AAA" because you might also have "Blue AAA"
-- --
-- It's important to get this right because of the nature of the filter-system in @{Core.Set#SET_GROUP}. Filters are "greedy", that is they -- It's important to get this right because of the nature of the filter-system in @{Core.Set#SET_GROUP}. Filters are "greedy", that is they
-- will match *any* string that contains the search string - hence we need to avoid that SAMs, EWR and SHORAD step on each other\'s toes. -- will match *any* string that contains the search string - hence we need to avoid that SAMs, EWR and SHORAD step on each other\'s toes.
@@ -148,7 +142,6 @@
-- **Location** is of highest importance here. Whilst AWACS in DCS has almost the "all seeing eye", EWR don't have that. Choose your location wisely, against a mountain backdrop or inside a valley even the best EWR system -- **Location** is of highest importance here. Whilst AWACS in DCS has almost the "all seeing eye", EWR don't have that. Choose your location wisely, against a mountain backdrop or inside a valley even the best EWR system
-- doesn't work well. Prefer higher-up locations with a good view; use F7 in-game to check where you actually placed your EWR and have a look around. Apart from the obvious choice, do also consider other radar units -- doesn't work well. Prefer higher-up locations with a good view; use F7 in-game to check where you actually placed your EWR and have a look around. Apart from the obvious choice, do also consider other radar units
-- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do. -- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do.
-- **HINT** Set at least one EWR on invisible and immortal so MANTIS doesn't stop working.
-- --
-- ## 1.2 SAM sites -- ## 1.2 SAM sites
-- --
@@ -194,32 +187,29 @@
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when -- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
-- -- it is inside any AcceptZone. Then RejectZones are checked, which enforces both borders, but also overlaps of -- -- it is inside any AcceptZone. Then RejectZones are checked, which enforces both borders, but also overlaps of
-- -- Accept- and RejectZones. Last, if it is inside a conflict zone, it is accepted. -- -- Accept- and RejectZones. Last, if it is inside a conflict zone, it is accepted.
-- mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones) -- `mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones)`
-- --
-- --
-- ### 2.1.2 Change the number of long-, mid- and short-range, point defense systems going live on a detected target: -- ### 2.1.2 Change the number of long-, mid- and short-range systems going live on a detected target:
-- --
-- -- parameters are numbers. Defaults are 1,2,2,6,6 respectively -- -- parameters are numbers. Defaults are 1,2,2,6 respectively
-- mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic,Point) -- `mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic)`
-- --
-- ### 2.1.3 SHORAD/Point defense will automatically be added from SAM sites of type "point" or if the range is less than 5km or if the type is AAA. -- ### 2.1.3 SHORAD will automatically be added from SAM sites of type "short-range"
-- --
-- ### 2.1.4 Advanced features -- ### 2.1.4 Advanced features
-- --
-- -- Option to switch off auto mode **before** you start MANTIS (not recommended) -- -- switch off auto mode **before** you start MANTIS.
-- mybluemantis.automode = false -- `mybluemantis.automode = false`
-- --
-- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below. -- -- switch off auto shorad **before** you start MANTIS.
-- `mybluemantis.autoshorad = false`
--
-- -- scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below. -- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1 -- ` self.radiusscale[MANTIS.SamType.LONG] = 1.1`
-- self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2 -- ` self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2`
-- self.radiusscale[MANTIS.SamType.SHORT] = 1.3 -- ` self.radiusscale[MANTIS.SamType.SHORT] = 1.3`
-- self.radiusscale[MANTIS.SamType.POINT] = 1.4
--
-- ### 2.1.5 Friendlies check in firing range
--
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true
-- --
-- # 3. Default settings [both modes unless stated otherwise] -- # 3. Default settings [both modes unless stated otherwise]
-- --
@@ -243,9 +233,9 @@
-- --
-- Use this option if you want to make use of or allow advanced SEAD tactics. -- Use this option if you want to make use of or allow advanced SEAD tactics.
-- --
-- # 5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup] -- # 5. Integrate SHORAD [classic mode]
-- --
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in -- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so: -- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
-- --
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart() -- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
@@ -299,7 +289,6 @@ MANTIS = {
SAM_Table_Long = {}, SAM_Table_Long = {},
SAM_Table_Medium = {}, SAM_Table_Medium = {},
SAM_Table_Short = {}, SAM_Table_Short = {},
SAM_Table_PointDef = {},
lid = "", lid = "",
Detection = nil, Detection = nil,
AWACS_Detection = nil, AWACS_Detection = nil,
@@ -332,10 +321,6 @@ MANTIS = {
automode = true, automode = true,
autoshorad = true, autoshorad = true,
ShoradGroupSet = nil, ShoradGroupSet = nil,
checkforfriendlies = false,
SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1,
} }
--- Advanced state enumerator --- Advanced state enumerator
@@ -352,17 +337,8 @@ MANTIS.SamType = {
SHORT = "Short", SHORT = "Short",
MEDIUM = "Medium", MEDIUM = "Medium",
LONG = "Long", LONG = "Long",
POINT = "Point",
} }
--- SAM Radiusscale
-- @type MANTIS.radiusscale
MANTIS.radiusscale = {}
MANTIS.radiusscale[MANTIS.SamType.LONG] = 1.1
MANTIS.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
MANTIS.radiusscale[MANTIS.SamType.SHORT] = 1.75
MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
--- SAM data --- SAM data
-- @type MANTIS.SamData -- @type MANTIS.SamData
-- @field #number Range Max firing range in km -- @field #number Range Max firing range in km
@@ -370,28 +346,27 @@ MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamData = { MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km ["Hawk"] = { Range=44, Blindspot=0, Height=9, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B ["NASAMS"] = { Range=14, Blindspot=0, Height=3, Type="Short", Radar="NSAMS" },
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" }, ["Patriot"] = { Range=99, Blindspot=0, Height=9, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" }, ["Rapier"] = { Range=6, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" }, ["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" }, ["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
["SA-5"] = { Range=250, Blindspot=7, Height=40, Type="Long", Radar="5N62V" }, ["SA-5"] = { Range=250, Blindspot=7, Height=40, Type="Long", Radar="5N62V" },
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" }, ["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"}, ["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" }, ["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" }, ["Roland"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Roland" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" }, ["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" }, ["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" }, ["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
["SA-19"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Tunguska" }, ["SA-19"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Tunguska" },
["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Point", Radar="Tor 9A331", Point="true" }, ["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Short", Radar="Tor 9A331" },
["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" }, ["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" }, ["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" },
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" }, ["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" }, ["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Linebacker" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" }, ["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"}, ["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
@@ -399,6 +374,7 @@ MANTIS.SamData = {
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"}, ["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"}, ["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" }, ["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" }, ["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" }, ["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
} }
@@ -410,7 +386,6 @@ MANTIS.SamData = {
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamDataHDS = { MANTIS.SamDataHDS = {
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
-- group name MUST contain HDS to ID launcher type correctly! -- group name MUST contain HDS to ID launcher type correctly!
@@ -432,7 +407,6 @@ MANTIS.SamDataHDS = {
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamDataSMA = { MANTIS.SamDataSMA = {
-- units from SMA Mod (Sweedish Military Assets) -- units from SMA Mod (Sweedish Military Assets)
-- https://forum.dcs.world/topic/295202-swedish-military-assets-for-dcs-by-currenthill/ -- https://forum.dcs.world/topic/295202-swedish-military-assets-for-dcs-by-currenthill/
@@ -446,7 +420,7 @@ MANTIS.SamDataSMA = {
["RBS103B SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" }, ["RBS103B SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" }, ["RBS103AM SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" }, ["RBS103BM SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M SMA"] = { Range=4, Blindspot=0, Height=2.5, Type="Point", Radar="LvKv9040",Point="true" }, ["Lvkv9040M SMA"] = { Range=4, Blindspot=0, Height=2.5, Type="Short", Radar="LvKv9040" },
} }
--- SAM data CH --- SAM data CH
@@ -456,52 +430,28 @@ MANTIS.SamDataSMA = {
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamDataCH = { MANTIS.SamDataCH = {
-- units from CH (Military Assets by Currenthill) -- units from CH (Military Assets by Currenthill)
-- https://www.currenthill.com/ -- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly! -- group name MUST contain CHM to ID launcher type correctly!
["2S38 CHM"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" }, ["2S38 CH"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" }, ["PantsirS1 CH"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" }, ["PantsirS2 CH"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CHM"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" }, ["PGL-625 CH"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CHM"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" }, ["HQ-17A CH"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CHM"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" }, ["M903PAC2 CH"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CHM"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" }, ["M903PAC3 CH"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" }, ["TorM2 CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" }, ["TorM2K CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" }, ["TorM2M CH"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["NASAMS3-AMRAAMER CHM"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" }, ["NASAMS3-AMRAAMER CH"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CHM"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" }, ["NASAMS3-AIM9X2 CH"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_Centurion_C_RAM", Point="true" }, ["C-RAM CH"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_Centurion_C_RAM" },
["PGZ-09 CHM"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="CH_PGZ09", Point="true" }, ["PGZ-09 CH"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="CH_PGZ09" },
["S350-9M100 CHM"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" }, ["S350-9M100 CH"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["S350-9M96D CHM"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" }, ["S350-9M96D CH"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
["LAV-AD CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_LAVAD" }, ["LAV-AD CH"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_LAVAD" },
["HQ-22 CHM"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" }, ["HQ-22 CH"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" },
["PGZ-95 CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_PGZ95",Point="true" },
["LD-3000 CHM"] = { Range=3, Blindspot=0, Height=3, Type="Point", Radar="CH_LD3000_stationary", Point="true" },
["LD-3000M CHM"] = { Range=3, Blindspot=0, Height=3, Type="Point", Radar="CH_LD3000", Point="true" },
["FlaRakRad CHM"] = { Range=8, Blindspot=1.5, Height=6, Type="Short", Radar="HQ17A" },
["IRIS-T SLM CHM"] = { Range=40, Blindspot=0.5, Height=20, Type="Medium", Radar="CH_IRIST_SLM" },
["M903PAC2KAT1 CHM"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="CH_MIM104_M903_PAC2_KAT1" },
["Skynex CHM"] = { Range=3.5, Blindspot=0, Height=3.5, Type="Point", Radar="CH_SkynexHX", Point="true" },
["Skyshield CHM"] = { Range=3.5, Blindspot=0, Height=3.5, Type="Point", Radar="CH_Skyshield_Gun", Point="true" },
["WieselOzelot CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_Wiesel2Ozelot" },
["BukM3-9M317M CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317M" },
["BukM3-9M317MA CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317MA" },
["SkySabre CHM"] = { Range=30, Blindspot=0.5, Height=10, Type="Medium", Radar="CH_SkySabreLN" },
["Stormer CHM"] = { Range=7.5, Blindspot=0.3, Height=7, Type="Short", Radar="CH_StormerHVM" },
["THAAD CHM"] = { Range=200, Blindspot=40, Height=150, Type="Long", Radar="CH_THAAD_M1120" },
["USInfantryFIM92K CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_USInfantry_FIM92" },
["RBS98M CHM"] = { Range=20, Blindspot=0, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 CHM"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-70" },
["RBS90 CHM"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-90" },
["RBS103A CHM"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B CHM"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM CHM"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM CHM"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M CHM"] = { Range=4, Blindspot=0, Height=2.5, Type="Point", Radar="LvKv9040", Point="true" },
} }
----------------------------------------------------------------------- -----------------------------------------------------------------------
@@ -553,7 +503,6 @@ do
-- DONE: Allow tables of prefixes for the setup -- DONE: Allow tables of prefixes for the setup
-- DONE: Auto-Mode with range setups for various known SAM types. -- DONE: Auto-Mode with range setups for various known SAM types.
self.name = name or "mymantis"
self.SAM_Templates_Prefix = samprefix or "Red SAM" self.SAM_Templates_Prefix = samprefix or "Red SAM"
self.EWR_Templates_Prefix = ewrprefix or "Red EWR" self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
self.HQ_Template_CC = hq or nil self.HQ_Template_CC = hq or nil
@@ -562,7 +511,6 @@ do
self.SAM_Table_Long = {} self.SAM_Table_Long = {}
self.SAM_Table_Medium = {} self.SAM_Table_Medium = {}
self.SAM_Table_Short = {} self.SAM_Table_Short = {}
self.SAM_Table_PointDef = {}
self.dynamic = dynamic or false self.dynamic = dynamic or false
self.checkradius = 25000 self.checkradius = 25000
self.grouping = 5000 self.grouping = 5000
@@ -591,6 +539,10 @@ do
self.SuppressedGroups = {} self.SuppressedGroups = {}
-- 0.8 additions -- 0.8 additions
self.automode = true self.automode = true
self.radiusscale = {}
self.radiusscale[MANTIS.SamType.LONG] = 1.1
self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
self.radiusscale[MANTIS.SamType.SHORT] = 1.3
--self.SAMCheckRanges = {} --self.SAMCheckRanges = {}
self.usezones = false self.usezones = false
self.AcceptZones = {} self.AcceptZones = {}
@@ -599,7 +551,6 @@ do
self.maxlongrange = 1 self.maxlongrange = 1
self.maxmidrange = 2 self.maxmidrange = 2
self.maxshortrange = 2 self.maxshortrange = 2
self.maxpointdefrange = 6
self.maxclassic = 6 self.maxclassic = 6
self.autoshorad = true self.autoshorad = true
self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
@@ -609,9 +560,6 @@ do
self.SkateNumber = 3 self.SkateNumber = 3
self.shootandscoot = false self.shootandscoot = false
self.SmokeDecoy = false
self.SmokeDecoyColor = SMOKECOLOR.White
self.UseEmOnOff = true self.UseEmOnOff = true
if EmOnOff == false then if EmOnOff == false then
self.UseEmOnOff = false self.UseEmOnOff = false
@@ -623,7 +571,6 @@ do
self.advAwacs = false self.advAwacs = false
end end
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name) self.lid=string.format("MANTIS %s | ", self.name)
@@ -682,12 +629,9 @@ do
self.HQ_CC = GROUP:FindByName(self.HQ_Template_CC) self.HQ_CC = GROUP:FindByName(self.HQ_Template_CC)
end end
-- counter for SAM table updates
self.checkcounter = 1
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.9.27" self.version="0.8.16"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@@ -884,7 +828,7 @@ do
self.AcceptZones = AcceptZones or {} self.AcceptZones = AcceptZones or {}
self.RejectZones = RejectZones or {} self.RejectZones = RejectZones or {}
self.ConflictZones = ConflictZones or {} self.ConflictZones = ConflictZones or {}
if #self.AcceptZones > 0 or #self.RejectZones > 0 or #self.ConflictZones > 0 then if #AcceptZones > 0 or #RejectZones > 0 or #ConflictZones > 0 then
self.usezones = true self.usezones = true
end end
return self return self
@@ -923,31 +867,19 @@ do
return self return self
end end
--- Function to set Short Range SAMs to spit out smoke as decoy, if an enemy plane is in range.
-- @param #MANTIS self
-- @param #boolean Onoff Set to true for on and nil/false for off.
-- @param #number Color (Optional) Color to use, defaults to `SMOKECOLOR.White`
function MANTIS:SetSmokeDecoy(Onoff,Color)
self.SmokeDecoy = Onoff
self.SmokeDecoyColor = Color or SMOKECOLOR.White
return self
end
--- Function to set number of SAMs going active on a valid, detected thread --- Function to set number of SAMs going active on a valid, detected thread
-- @param #MANTIS self -- @param #MANTIS self
-- @param #number Short Number of short-range systems activated, defaults to 1. -- @param #number Short Number of short-range systems activated, defaults to 1.
-- @param #number Mid Number of mid-range systems activated, defaults to 2. -- @param #number Mid Number of mid-range systems activated, defaults to 2.
-- @param #number Long Number of long-range systems activated, defaults to 2. -- @param #number Long Number of long-range systems activated, defaults to 2.
-- @param #number Classic (non-automode) Number of overall systems activated, defaults to 6. -- @param #number Classic (non-automode) Number of overall systems activated, defaults to 6.
-- @param #number Point Number of point defense and AAA systems activated, defaults to 6.
-- @return #MANTIS self -- @return #MANTIS self
function MANTIS:SetMaxActiveSAMs(Short,Mid,Long,Classic,Point) function MANTIS:SetMaxActiveSAMs(Short,Mid,Long,Classic)
self:T(self.lid .. "SetMaxActiveSAMs") self:T(self.lid .. "SetMaxActiveSAMs")
self.maxclassic = Classic or 6 self.maxclassic = Classic or 6
self.maxlongrange = Long or 1 self.maxlongrange = Long or 1
self.maxmidrange = Mid or 2 self.maxmidrange = Mid or 2
self.maxshortrange = Short or 2 self.maxshortrange = Short or 2
self.maxpointdefrange= Point or 6
return self return self
end end
@@ -1150,24 +1082,6 @@ do
return self return self
end end
--- [Internal] Check if any EWR or AWACS is still alive
-- @param #MANTIS self
-- @return #boolean outcome
function MANTIS:_CheckAnyEWRAlive()
self:T(self.lid .. "_CheckAnyEWRAlive")
local alive = false
if self.EWR_Group:CountAlive() > 0 then
alive = true
end
if not alive and self.AWACS_Prefix then
local awacs = GROUP:FindByName(self.AWACS_Prefix)
if awacs and awacs:IsAlive() then
alive = true
end
end
return alive
end
--- [Internal] Function to determine state of the advanced mode --- [Internal] Function to determine state of the advanced mode
-- @param #MANTIS self -- @param #MANTIS self
-- @return #number Newly calculated interval -- @return #number Newly calculated interval
@@ -1308,10 +1222,10 @@ do
function MANTIS:_PreFilterHeight(height) function MANTIS:_PreFilterHeight(height)
self:T(self.lid.."_PreFilterHeight") self:T(self.lid.."_PreFilterHeight")
local set = {} local set = {}
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local detectedgroups = dlink:GetContactTable() local detectedgroups = dlink:GetContactTable()
for _,_contact in pairs(detectedgroups) do for _,_contact in pairs(detectedgroups) do
local contact = _contact -- Ops.Intel#INTEL.Contact local contact = _contact -- Ops.Intelligence#INTEL.Contact
local grp = contact.group -- Wrapper.Group#GROUP local grp = contact.group -- Wrapper.Group#GROUP
if grp:IsAlive() then if grp:IsAlive() then
if grp:GetHeight(true) < height then if grp:GetHeight(true) < height then
@@ -1341,10 +1255,6 @@ do
-- DEBUG -- DEBUG
set = self:_PreFilterHeight(height) set = self:_PreFilterHeight(height)
end end
--self.friendlyset -- Core.Set#SET_GROUP
if self.checkforfriendlies == true and self.friendlyset == nil then
self.friendlyset = SET_GROUP:New():FilterCoalitions(self.Coalition):FilterCategories({"plane","helicopter"}):FilterFunction(function(grp) if grp and grp:InAir() then return true else return false end end):FilterStart()
end
for _,_coord in pairs (set) do for _,_coord in pairs (set) do
local coord = _coord -- get current coord to check local coord = _coord -- get current coord to check
-- output for cross-check -- output for cross-check
@@ -1359,27 +1269,18 @@ do
zonecheck = self:_CheckCoordinateInZones(coord) zonecheck = self:_CheckCoordinateInZones(coord)
end end
if self.verbose and self.debug then if self.verbose and self.debug then
--local dectstring = coord:ToStringLLDMS() local dectstring = coord:ToStringLLDMS()
local samstring = samcoordinate:ToStringMGRS({MGRS_Accuracy=0}) local samstring = samcoordinate:ToStringLLDMS()
samstring = string.gsub(samstring,"%s","")
local inrange = "false" local inrange = "false"
if targetdistance <= rad then if targetdistance <= rad then
inrange = "true" inrange = "true"
end end
local text = string.format("Checking SAM at %s | Tgtdist %.1fkm | Rad %.1fkm | Inrange %s", samstring, targetdistance/1000, rad/1000, inrange) local text = string.format("Checking SAM at %s | Targetdist %d | Rad %d | Inrange %s", samstring, targetdistance, rad, inrange)
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
self:T(self.lid..text) self:T(self.lid..text)
end end
-- friendlies around?
local nofriendlies = true
if self.checkforfriendlies == true then
local closestfriend, distance = self.friendlyset:GetClosestGroup(samcoordinate)
if closestfriend and distance and distance < rad then
nofriendlies = false
end
end
-- end output to cross-check -- end output to cross-check
if targetdistance <= rad and zonecheck == true and nofriendlies == true then if targetdistance <= rad and zonecheck then
return true, targetdistance return true, targetdistance
end end
end end
@@ -1474,7 +1375,7 @@ do
-- @return #string type Long, medium or short range -- @return #string type Long, medium or short range
-- @return #number blind "blind" spot -- @return #number blind "blind" spot
function MANTIS:_GetSAMDataFromUnits(grpname,mod,sma,chm) function MANTIS:_GetSAMDataFromUnits(grpname,mod,sma,chm)
self:T(self.lid.."_GetSAMDataFromUnits") self:T(self.lid.."_GetSAMRangeFromUnits")
local found = false local found = false
local range = self.checkradius local range = self.checkradius
local height = 3000 local height = 3000
@@ -1513,17 +1414,6 @@ do
end end
if found then break end if found then break end
end end
--- AAA or Point Defense
if not found then
local grp = GROUP:FindByName(grpname)
if (grp and grp:IsAlive() and grp:IsAAA()) or string.find(grpname,"AAA",1,true) then
range = 2000
height = 2000
blind = 50
type = MANTIS.SamType.POINT
found = true
end
end
if not found then if not found then
self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname)) self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname))
end end
@@ -1538,7 +1428,7 @@ do
-- @return #string type Long, medium or short range -- @return #string type Long, medium or short range
-- @return #number blind "blind" spot -- @return #number blind "blind" spot
function MANTIS:_GetSAMRange(grpname) function MANTIS:_GetSAMRange(grpname)
self:T(self.lid.."_GetSAMRange for "..tostring(grpname)) self:T(self.lid.."_GetSAMRange")
local range = self.checkradius local range = self.checkradius
local height = 3000 local height = 3000
local type = MANTIS.SamType.MEDIUM local type = MANTIS.SamType.MEDIUM
@@ -1555,9 +1445,9 @@ do
elseif string.find(grpname,"CHM",1,true) then elseif string.find(grpname,"CHM",1,true) then
CHMod = true CHMod = true
end end
--if self.automode then if self.automode then
for idx,entry in pairs(self.SamData) do for idx,entry in pairs(self.SamData) do
self:T2("ID = " .. idx) --self:I("ID = " .. idx)
if string.find(grpname,idx,1,true) then if string.find(grpname,idx,1,true) then
local _entry = entry -- #MANTIS.SamData local _entry = entry -- #MANTIS.SamData
type = _entry.Type type = _entry.Type
@@ -1565,32 +1455,18 @@ do
range = _entry.Range * 1000 * radiusscale -- max firing range range = _entry.Range * 1000 * radiusscale -- max firing range
height = _entry.Height * 1000 -- max firing height height = _entry.Height * 1000 -- max firing height
blind = _entry.Blindspot blind = _entry.Blindspot
self:T("Matching Groupname = " .. grpname .. " Range= " .. range) --self:I("Matching Groupname = " .. grpname .. " Range= " .. range)
found = true found = true
break break
end end
end end
--end
--- Secondary - AAA or Point Defense
if not found then
local grp = GROUP:FindByName(grpname)
if (grp and grp:IsAlive() and grp:IsAAA()) or string.find(grpname,"AAA",1,true) then
range = 2000
height = 2000
blind = 50
type = MANTIS.SamType.POINT
found = true
end
end end
--- Tertiary filter if not found -- secondary filter if not found
if (not found) or HDSmod or SMAMod or CHMod then if (not found and self.automode) or HDSmod or SMAMod or CHMod then
range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod,CHMod) range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod,CHMod)
elseif not found then elseif not found then
self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname)) self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname))
end end
if found and string.find(grpname,"SHORAD",1,true) then
type = MANTIS.SamType.POINT -- force short on match
end
return range, height, type, blind return range, height, type, blind
end end
@@ -1608,7 +1484,6 @@ do
local SAM_Tbl_lg = {} -- table of long range SAM defense zones local SAM_Tbl_lg = {} -- table of long range SAM defense zones
local SAM_Tbl_md = {} -- table of mid range SAM defense zones local SAM_Tbl_md = {} -- table of mid range SAM defense zones
local SAM_Tbl_sh = {} -- table of short range SAM defense zones local SAM_Tbl_sh = {} -- table of short range SAM defense zones
local SAM_Tbl_pt = {} -- table of point defense/AAA
local SEAD_Grps = {} -- table of SAM names to make evasive local SEAD_Grps = {} -- table of SAM names to make evasive
local engagerange = self.engagerange -- firing range in % of max local engagerange = self.engagerange -- firing range in % of max
--cycle through groups and set alarm state etc --cycle through groups and set alarm state etc
@@ -1627,23 +1502,19 @@ do
local grpname = group:GetName() local grpname = group:GetName()
local grpcoord = group:GetCoordinate() local grpcoord = group:GetCoordinate()
local grprange,grpheight,type,blind = self:_GetSAMRange(grpname) local grprange,grpheight,type,blind = self:_GetSAMRange(grpname)
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind})
--table.insert( SEAD_Grps, grpname ) --table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG then if type == MANTIS.SamType.LONG then
table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind, type}) table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind})
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
self:T("SAM "..grpname.." is type LONG") --self:T("SAM "..grpname.." is type LONG")
elseif type == MANTIS.SamType.MEDIUM then elseif type == MANTIS.SamType.MEDIUM then
table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind, type}) table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind})
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
self:T("SAM "..grpname.." is type MEDIUM") --self:T("SAM "..grpname.." is type MEDIUM")
elseif type == MANTIS.SamType.SHORT then elseif type == MANTIS.SamType.SHORT then
table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind, type}) table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind})
table.insert( SEAD_Grps, grpname ) --self:T("SAM "..grpname.." is type SHORT")
self:T("SAM "..grpname.." is type SHORT")
elseif type == MANTIS.SamType.POINT then
table.insert( SAM_Tbl_pt, {grpname, grpcoord, grprange, grpheight, blind, type})
self:T("SAM "..grpname.." is type POINT")
self.ShoradGroupSet:Add(grpname,group) self.ShoradGroupSet:Add(grpname,group)
if not self.autoshorad then if not self.autoshorad then
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
@@ -1656,7 +1527,6 @@ do
self.SAM_Table_Long = SAM_Tbl_lg self.SAM_Table_Long = SAM_Tbl_lg
self.SAM_Table_Medium = SAM_Tbl_md self.SAM_Table_Medium = SAM_Tbl_md
self.SAM_Table_Short = SAM_Tbl_sh self.SAM_Table_Short = SAM_Tbl_sh
self.SAM_Table_PointDef = SAM_Tbl_pt
-- make SAMs evasive -- make SAMs evasive
local mysead = SEAD:New( SEAD_Grps, self.Padding ) -- Functional.Sead#SEAD local mysead = SEAD:New( SEAD_Grps, self.Padding ) -- Functional.Sead#SEAD
mysead:SetEngagementRange(engagerange) mysead:SetEngagementRange(engagerange)
@@ -1680,8 +1550,7 @@ do
local SAM_Tbl = {} -- table of SAM defense zones local SAM_Tbl = {} -- table of SAM defense zones
local SAM_Tbl_lg = {} -- table of long range SAM defense zones local SAM_Tbl_lg = {} -- table of long range SAM defense zones
local SAM_Tbl_md = {} -- table of mid range SAM defense zones local SAM_Tbl_md = {} -- table of mid range SAM defense zones
local SAM_Tbl_sh = {} -- table of short range SAM defense zones local SAM_Tbl_sh = {} -- table of short range SAM defense zon
local SAM_Tbl_pt = {} -- table of point defense/AAA
local SEAD_Grps = {} -- table of SAM names to make evasive local SEAD_Grps = {} -- table of SAM names to make evasive
local engagerange = self.engagerange -- firing range in % of max local engagerange = self.engagerange -- firing range in % of max
--cycle through groups and set alarm state etc --cycle through groups and set alarm state etc
@@ -1692,21 +1561,17 @@ do
local grpname = group:GetName() local grpname = group:GetName()
local grpcoord = group:GetCoordinate() local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname) local grprange, grpheight,type,blind = self:_GetSAMRange(grpname)
local radaralive = group:IsSAM() table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind}) -- make the table lighter, as I don't really use the zone here
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG and radaralive then if type == MANTIS.SamType.LONG then
table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind, type}) table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind})
self:T({grpname,grprange, grpheight}) --self:I({grpname,grprange, grpheight})
elseif type == MANTIS.SamType.MEDIUM and radaralive then elseif type == MANTIS.SamType.MEDIUM then
table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind, type}) table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind})
self:T({grpname,grprange, grpheight}) --self:I({grpname,grprange, grpheight})
elseif type == MANTIS.SamType.SHORT and radaralive then elseif type == MANTIS.SamType.SHORT then
table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind, type}) table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind})
self:T({grpname,grprange, grpheight}) -- self:I({grpname,grprange, grpheight})
elseif type == MANTIS.SamType.POINT or (not radaralive) then
table.insert( SAM_Tbl_pt, {grpname, grpcoord, grprange, grpheight, blind, type})
self:T({grpname,grprange, grpheight})
self.ShoradGroupSet:Add(grpname,group) self.ShoradGroupSet:Add(grpname,group)
if self.autoshorad then if self.autoshorad then
self.Shorad.Groupset = self.ShoradGroupSet self.Shorad.Groupset = self.ShoradGroupSet
@@ -1718,7 +1583,6 @@ do
self.SAM_Table_Long = SAM_Tbl_lg self.SAM_Table_Long = SAM_Tbl_lg
self.SAM_Table_Medium = SAM_Tbl_md self.SAM_Table_Medium = SAM_Tbl_md
self.SAM_Table_Short = SAM_Tbl_sh self.SAM_Table_Short = SAM_Tbl_sh
self.SAM_Table_PointDef = SAM_Tbl_pt
-- make SAMs evasive -- make SAMs evasive
if self.mysead ~= nil then if self.mysead ~= nil then
local mysead = self.mysead local mysead = self.mysead
@@ -1762,33 +1626,20 @@ do
-- @param #table detset Table of COORDINATES -- @param #table detset Table of COORDINATES
-- @param #boolean dlink Using DLINK -- @param #boolean dlink Using DLINK
-- @param #number limit of SAM sites to go active on a contact -- @param #number limit of SAM sites to go active on a contact
-- @return #number instatusred -- @return #MANTIS self
-- @return #number instatusgreen
-- @return #number activeshorads
function MANTIS:_CheckLoop(samset,detset,dlink,limit) function MANTIS:_CheckLoop(samset,detset,dlink,limit)
self:T(self.lid .. "CheckLoop " .. #detset .. " Coordinates") self:T(self.lid .. "CheckLoop " .. #detset .. " Coordinates")
local switchedon = 0 local switchedon = 0
local instatusred = 0
local instatusgreen = 0
local activeshorads = 0
local SEADactive = 0
for _,_data in pairs (samset) do for _,_data in pairs (samset) do
local samcoordinate = _data[2] local samcoordinate = _data[2]
local name = _data[1] local name = _data[1]
local radius = _data[3] local radius = _data[3]
local height = _data[4] local height = _data[4]
local blind = _data[5] * 1.25 + 1 local blind = _data[5] * 1.25 + 1
local shortsam = (_data[6] == MANTIS.SamType.SHORT) and true or false
if not shortsam then
shortsam = (_data[6] == MANTIS.SamType.POINT) and true or false
end
local samgroup = GROUP:FindByName(name) local samgroup = GROUP:FindByName(name)
local IsInZone, Distance = self:_CheckObjectInZone(detset, samcoordinate, radius, height, dlink) local IsInZone, Distance = self:_CheckObjectInZone(detset, samcoordinate, radius, height, dlink)
local suppressed = self.SuppressedGroups[name] or false local suppressed = self.SuppressedGroups[name] or false
local activeshorad = false local activeshorad = self.Shorad.ActiveGroups[name] or false
if self.Shorad and self.Shorad.ActiveGroups and self.Shorad.ActiveGroups[name] then
activeshorad = true
end
if IsInZone and not suppressed and not activeshorad then --check any target in zone and not currently managed by SEAD if IsInZone and not suppressed and not activeshorad then --check any target in zone and not currently managed by SEAD
if samgroup:IsAlive() then if samgroup:IsAlive() then
-- switch on SAM -- switch on SAM
@@ -1807,17 +1658,6 @@ do
self:__RedState(1,samgroup) self:__RedState(1,samgroup)
self.SamStateTracker[name] = "RED" self.SamStateTracker[name] = "RED"
end end
-- TODO doesn't work
if shortsam == true and self.SmokeDecoy == true then
self:T("Smoking")
local units = samgroup:GetUnits() or {}
local smoke = self.SmokeDecoyColor or SMOKECOLOR.White
for _,unit in pairs(units) do
if unit and unit:IsAlive() then
unit:GetCoordinate():Smoke(smoke)
end
end
end
-- link in to SHORAD if available -- link in to SHORAD if available
-- DONE: Test integration fully -- DONE: Test integration fully
if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early
@@ -1830,7 +1670,7 @@ do
-- debug output -- debug output
if (self.debug or self.verbose) and switch then if (self.debug or self.verbose) and switch then
local text = string.format("SAM %s in alarm state RED!", name) local text = string.format("SAM %s in alarm state RED!", name)
--local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end if self.verbose then self:I(self.lid..text) end
end end
end --end alive end --end alive
@@ -1848,27 +1688,13 @@ do
end end
if self.debug or self.verbose then if self.debug or self.verbose then
local text = string.format("SAM %s in alarm state GREEN!", name) local text = string.format("SAM %s in alarm state GREEN!", name)
--local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug) local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end if self.verbose then self:I(self.lid..text) end
end end
end --end alive end --end alive
end --end check end --end check
end --for loop end --for for loop
if self.debug or self.verbose then return self
for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then
instatusgreen=instatusgreen+1
elseif _status == "RED" then
instatusred=instatusred+1
end
end
if self.Shorad then
for _,_name in pairs(self.Shorad.ActiveGroups or {}) do
activeshorads=activeshorads+1
end
end
end
return instatusred, instatusgreen, activeshorads
end end
--- [Internal] Check detection function --- [Internal] Check detection function
@@ -1881,38 +1707,22 @@ do
--get detected set --get detected set
local detset = detection:GetDetectedItemCoordinates() local detset = detection:GetDetectedItemCoordinates()
--self:T("Check:", {detset}) --self:T("Check:", {detset})
-- update SAM Table evey 3 runs -- randomly update SAM Table
if self.checkcounter%3 == 0 then local rand = math.random(1,100)
if rand > 65 then -- 1/3 of cases
self:_RefreshSAMTable() self:_RefreshSAMTable()
end end
self.checkcounter = self.checkcounter + 1
local instatusred = 0
local instatusgreen = 0
local activeshorads = 0
-- switch SAMs on/off if (n)one of the detected groups is inside their reach -- switch SAMs on/off if (n)one of the detected groups is inside their reach
if self.automode then if self.automode then
local samset = self.SAM_Table_Long -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self.SAM_Table_Long -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
local instatusredl, instatusgreenl, activeshoradsl = self:_CheckLoop(samset,detset,dlink,self.maxlongrange) self:_CheckLoop(samset,detset,dlink,self.maxlongrange)
local samset = self.SAM_Table_Medium -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self.SAM_Table_Medium -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
local instatusredm, instatusgreenm, activeshoradsm = self:_CheckLoop(samset,detset,dlink,self.maxmidrange) self:_CheckLoop(samset,detset,dlink,self.maxmidrange)
local samset = self.SAM_Table_Short -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self.SAM_Table_Short -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
local instatusreds, instatusgreens, activeshoradss = self:_CheckLoop(samset,detset,dlink,self.maxshortrange) self:_CheckLoop(samset,detset,dlink,self.maxshortrange)
local samset = self.SAM_Table_PointDef -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxpointdefrange)
else else
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic) self:_CheckLoop(samset,detset,dlink,self.maxclassic)
end
if self.debug or self.verbose then
local statusreport = REPORT:New("\nMANTIS Status "..self.name)
statusreport:Add("+-----------------------------+")
statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred))
statusreport:Add(string.format("+ SAM in GREEN State: %2d",instatusgreen))
if self.Shorad then
statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads))
end
statusreport:Add("+-----------------------------+")
MESSAGE:New(statusreport:Text(),10):ToAll():ToLog()
end end
return self return self
end end
@@ -1967,7 +1777,7 @@ do
-- @return #MANTIS self -- @return #MANTIS self
function MANTIS:_CheckDLinkState() function MANTIS:_CheckDLinkState()
self:T(self.lid .. "_CheckDLinkState") self:T(self.lid .. "_CheckDLinkState")
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local TS = timer.getAbsTime() local TS = timer.getAbsTime()
if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then
self.DLink = false self.DLink = false
@@ -1997,7 +1807,7 @@ do
end end
--]] --]]
if self.autoshorad then if self.autoshorad then
self.Shorad = SHORAD:New(self.name.."-SHORAD","SHORAD",self.SAM_Group,self.ShoradActDistance,self.ShoradTime,self.coalition,self.UseEmOnOff) self.Shorad = SHORAD:New(self.name.."-SHORAD",self.name.."-SHORAD",self.SAM_Group,self.ShoradActDistance,self.ShoradTime,self.coalition,self.UseEmOnOff)
self.Shorad:SetDefenseLimits(80,95) self.Shorad:SetDefenseLimits(80,95)
self.ShoradLink = true self.ShoradLink = true
self.Shorad.Groupset=self.ShoradGroupSet self.Shorad.Groupset=self.ShoradGroupSet
@@ -2023,33 +1833,11 @@ do
self:_Check(self.Detection,self.DLink) self:_Check(self.Detection,self.DLink)
end end
local EWRAlive = self:_CheckAnyEWRAlive() --[[ check Awacs
if self.advAwacs and not self.state2flag then
local function FindSAMSRTR() self:_Check(self.AWACS_Detection,false)
for i=1,1000 do
local randomsam = self.SAM_Group:GetRandom()
if randomsam and randomsam:IsAlive() then
if randomsam:IsSAM() then return randomsam end
end
end
end
-- Switch on a random SR/TR if no EWR left over
if not EWRAlive then
local randomsam = FindSAMSRTR() -- Wrapper.Group#GROUP
if randomsam and randomsam:IsAlive() then
if self.UseEmOnOff then
randomsam:EnableEmission(true)
else
randomsam:OptionAlarmStateRed()
end
local name = randomsam:GetName()
if self.SamStateTracker[name] ~= "RED" then
self:__RedState(1,randomsam)
self.SamStateTracker[name] = "RED"
end
end
end end
--]]
-- relocate HQ and EWR -- relocate HQ and EWR
if self.autorelocate then if self.autorelocate then
@@ -2059,6 +1847,8 @@ do
local halfintv = math.floor(timepassed / relointerval) local halfintv = math.floor(timepassed / relointerval)
--self:T({timepassed=timepassed, halfintv=halfintv})
if halfintv >= 1 then if halfintv >= 1 then
self.TimeStamp = timer.getAbsTime() self.TimeStamp = timer.getAbsTime()
self:_Relocate() self:_Relocate()
@@ -2187,7 +1977,7 @@ do
local Shorad = self.Shorad local Shorad = self.Shorad
local radius = self.checkradius local radius = self.checkradius
local ontime = self.ShoradTime local ontime = self.ShoradTime
Shorad:WakeUpShorad(Name, radius, ontime, nil, true) Shorad:WakeUpShorad(Name, radius, ontime)
self:__ShoradActivated(1,Name, radius, ontime) self:__ShoradActivated(1,Name, radius, ontime)
end end
return self return self
File diff suppressed because it is too large Load Diff
+87 -214
View File
@@ -7,7 +7,7 @@
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated -- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174). -- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
-- --
-- [476th - Air Weapons Range Objects mod](https://www.476vfightergroup.com/downloads.php?do=download&downloadid=482) is highly recommended for this class. -- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
-- --
-- **Main Features:** -- **Main Features:**
-- --
@@ -106,10 +106,6 @@
-- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor. -- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor.
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor. -- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any. -- @field #number Coalition Coalition side for the menu, if any.
-- @field Core.Menu#MENU_MISSION menuF10root Specific user defined root F10 menu.
-- @field #number ceilingaltitude Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft.
-- @field #boolean ceilingenabled Range has a ceiling and is not unlimited. Default is false.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven --- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -276,10 +272,6 @@
-- -- Create a range object. -- -- Create a range object.
-- GoldwaterRange=RANGE:New("Goldwater Range") -- GoldwaterRange=RANGE:New("Goldwater Range")
-- --
-- -- Set and enable the range ceiling altitude in feet MSL. If aircraft are above this altitude they are not considered to be in the range.
-- GoldwaterRange:SetRangeCeiling(20000)
-- GoldwaterRange:EnableRangeCeiling(true)
--
-- -- Distance between strafe target and foul line. You have to specify the names of the unit or static objects. -- -- Distance between strafe target and foul line. You have to specify the names of the unit or static objects.
-- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME. -- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME.
-- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left") -- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left")
@@ -365,8 +357,6 @@ RANGE = {
targetpath = nil, targetpath = nil,
targetprefix = nil, targetprefix = nil,
Coalition = nil, Coalition = nil,
ceilingaltitude = 20000,
ceilingenabled = false,
} }
--- Default range parameters. --- Default range parameters.
@@ -603,14 +593,13 @@ RANGE.MenuF10Root = nil
--- Range script version. --- Range script version.
-- @field #string version -- @field #string version
RANGE.version = "2.8.0" RANGE.version = "2.7.3"
-- TODO list: -- TODO list:
-- TODO: Verbosity level for messages. -- TODO: Verbosity level for messages.
-- TODO: Add option for default settings such as smoke off. -- TODO: Add option for default settings such as smoke off.
-- TODO: Add custom weapons, which can be specified by the user. -- TODO: Add custom weapons, which can be specified by the user.
-- TODO: Check if units are still alive. -- TODO: Check if units are still alive.
-- TODO: Option for custom sound files.
-- DONE: Scenery as targets. -- DONE: Scenery as targets.
-- DONE: Add statics for strafe pits. -- DONE: Add statics for strafe pits.
-- DONE: Add missiles. -- DONE: Add missiles.
@@ -869,16 +858,16 @@ function RANGE:onafterStart()
self.rangecontrol.schedonce = true self.rangecontrol.schedonce = true
-- Init numbers. -- Init numbers.
self.rangecontrol:SetDigit( 0, self.Sound.RC0.filename, self.Sound.RC0.duration, self.soundpath ) self.rangecontrol:SetDigit( 0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath )
self.rangecontrol:SetDigit( 1, self.Sound.RC1.filename, self.Sound.RC1.duration, self.soundpath ) self.rangecontrol:SetDigit( 1, RANGE.Sound.RC1.filename, RANGE.Sound.RC1.duration, self.soundpath )
self.rangecontrol:SetDigit( 2, self.Sound.RC2.filename, self.Sound.RC2.duration, self.soundpath ) self.rangecontrol:SetDigit( 2, RANGE.Sound.RC2.filename, RANGE.Sound.RC2.duration, self.soundpath )
self.rangecontrol:SetDigit( 3, self.Sound.RC3.filename, self.Sound.RC3.duration, self.soundpath ) self.rangecontrol:SetDigit( 3, RANGE.Sound.RC3.filename, RANGE.Sound.RC3.duration, self.soundpath )
self.rangecontrol:SetDigit( 4, self.Sound.RC4.filename, self.Sound.RC4.duration, self.soundpath ) self.rangecontrol:SetDigit( 4, RANGE.Sound.RC4.filename, RANGE.Sound.RC4.duration, self.soundpath )
self.rangecontrol:SetDigit( 5, self.Sound.RC5.filename, self.Sound.RC5.duration, self.soundpath ) self.rangecontrol:SetDigit( 5, RANGE.Sound.RC5.filename, RANGE.Sound.RC5.duration, self.soundpath )
self.rangecontrol:SetDigit( 6, self.Sound.RC6.filename, self.Sound.RC6.duration, self.soundpath ) self.rangecontrol:SetDigit( 6, RANGE.Sound.RC6.filename, RANGE.Sound.RC6.duration, self.soundpath )
self.rangecontrol:SetDigit( 7, self.Sound.RC7.filename, self.Sound.RC7.duration, self.soundpath ) self.rangecontrol:SetDigit( 7, RANGE.Sound.RC7.filename, RANGE.Sound.RC7.duration, self.soundpath )
self.rangecontrol:SetDigit( 8, self.Sound.RC8.filename, self.Sound.RC8.duration, self.soundpath ) self.rangecontrol:SetDigit( 8, RANGE.Sound.RC8.filename, RANGE.Sound.RC8.duration, self.soundpath )
self.rangecontrol:SetDigit( 9, self.Sound.RC9.filename, self.Sound.RC9.duration, self.soundpath ) self.rangecontrol:SetDigit( 9, RANGE.Sound.RC9.filename, RANGE.Sound.RC9.duration, self.soundpath )
-- Set location where the messages are transmitted from. -- Set location where the messages are transmitted from.
self.rangecontrol:SetSenderCoordinate( self.location ) self.rangecontrol:SetSenderCoordinate( self.location )
@@ -895,16 +884,16 @@ function RANGE:onafterStart()
self.instructor.schedonce = true self.instructor.schedonce = true
-- Init numbers. -- Init numbers.
self.instructor:SetDigit( 0, self.Sound.IR0.filename, self.Sound.IR0.duration, self.soundpath ) self.instructor:SetDigit( 0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath )
self.instructor:SetDigit( 1, self.Sound.IR1.filename, self.Sound.IR1.duration, self.soundpath ) self.instructor:SetDigit( 1, RANGE.Sound.IR1.filename, RANGE.Sound.IR1.duration, self.soundpath )
self.instructor:SetDigit( 2, self.Sound.IR2.filename, self.Sound.IR2.duration, self.soundpath ) self.instructor:SetDigit( 2, RANGE.Sound.IR2.filename, RANGE.Sound.IR2.duration, self.soundpath )
self.instructor:SetDigit( 3, self.Sound.IR3.filename, self.Sound.IR3.duration, self.soundpath ) self.instructor:SetDigit( 3, RANGE.Sound.IR3.filename, RANGE.Sound.IR3.duration, self.soundpath )
self.instructor:SetDigit( 4, self.Sound.IR4.filename, self.Sound.IR4.duration, self.soundpath ) self.instructor:SetDigit( 4, RANGE.Sound.IR4.filename, RANGE.Sound.IR4.duration, self.soundpath )
self.instructor:SetDigit( 5, self.Sound.IR5.filename, self.Sound.IR5.duration, self.soundpath ) self.instructor:SetDigit( 5, RANGE.Sound.IR5.filename, RANGE.Sound.IR5.duration, self.soundpath )
self.instructor:SetDigit( 6, self.Sound.IR6.filename, self.Sound.IR6.duration, self.soundpath ) self.instructor:SetDigit( 6, RANGE.Sound.IR6.filename, RANGE.Sound.IR6.duration, self.soundpath )
self.instructor:SetDigit( 7, self.Sound.IR7.filename, self.Sound.IR7.duration, self.soundpath ) self.instructor:SetDigit( 7, RANGE.Sound.IR7.filename, RANGE.Sound.IR7.duration, self.soundpath )
self.instructor:SetDigit( 8, self.Sound.IR8.filename, self.Sound.IR8.duration, self.soundpath ) self.instructor:SetDigit( 8, RANGE.Sound.IR8.filename, RANGE.Sound.IR8.duration, self.soundpath )
self.instructor:SetDigit( 9, self.Sound.IR9.filename, self.Sound.IR9.duration, self.soundpath ) self.instructor:SetDigit( 9, RANGE.Sound.IR9.filename, RANGE.Sound.IR9.duration, self.soundpath )
-- Set location where the messages are transmitted from. -- Set location where the messages are transmitted from.
self.instructor:SetSenderCoordinate( self.location ) self.instructor:SetSenderCoordinate( self.location )
@@ -931,23 +920,13 @@ function RANGE:onafterStart()
self.rangezone:SmokeZone( SMOKECOLOR.White ) self.rangezone:SmokeZone( SMOKECOLOR.White )
end end
self:__Status( -10 ) self:__Status( -60 )
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions -- User Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the root F10 menu under which the range F10 menu is created.
-- @param #RANGE self
-- @param Core.Menu#MENU_MISSION menu The root F10 menu.
-- @return #RANGE self
function RANGE:SetMenuRoot(menu)
self.menuF10root=menu
return self
end
--- Set maximal strafing altitude. Player entering a strafe pit above that altitude are not registered for a valid pass. --- Set maximal strafing altitude. Player entering a strafe pit above that altitude are not registered for a valid pass.
-- @param #RANGE self -- @param #RANGE self
-- @param #number maxalt Maximum altitude in meters AGL. Default is 914 m = 3000 ft. -- @param #number maxalt Maximum altitude in meters AGL. Default is 914 m = 3000 ft.
@@ -1087,44 +1066,10 @@ end
-- @param Core.Zone#ZONE zone MOOSE zone defining the range perimeters. -- @param Core.Zone#ZONE zone MOOSE zone defining the range perimeters.
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetRangeZone( zone ) function RANGE:SetRangeZone( zone )
if zone and type(zone)=="string" then
zone=ZONE:FindByName(zone)
end
self.rangezone = zone self.rangezone = zone
return self return self
end end
--- Set range ceiling altitude in feet MSL.
-- @param #RANGE self
-- @param #number altitude (optional) Ceiling altitude of the range in ft MSL. Default 20000ft MSL
-- @return #RANGE self
function RANGE:SetRangeCeiling( altitude )
self:T(self.lid.."SetRangeCeiling")
if altitude and type(altitude) == "number" then
self.ceilingaltitude=altitude
else
self:E(self.lid.."Altitude either not provided or is not a number, using default setting (20000).")
self.ceilingaltitude=20000
end
return self
end
--- Enable range ceiling. Aircraft must be below the ceiling altitude to be considered in the range zone.
-- @param #RANGE self
-- @param #boolean enabled True if you would like to enable the ceiling check. If no value give, will Default to false.
-- @return #RANGE self
function RANGE:EnableRangeCeiling( enabled )
self:T(self.lid.."EnableRangeCeiling")
if enabled and type(enabled) == "boolean" then
self.ceilingenabled=enabled
else
self:E(self.lid.."Enabled either not provide or is not a boolean, using default setting (false).")
self.ceilingenabled=false
end
return self
end
--- Set smoke color for marking bomb targets. By default bomb targets are marked by red smoke. --- Set smoke color for marking bomb targets. By default bomb targets are marked by red smoke.
-- @param #RANGE self -- @param #RANGE self
-- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default `SMOKECOLOR.Red`. -- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default `SMOKECOLOR.Red`.
@@ -1281,10 +1226,8 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT") self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
if PathToGoogleKey then if PathToGoogleKey then
self.controlmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey) self.controlmsrs:SetGoogle(PathToGoogleKey)
self.controlmsrs:SetProvider(MSRS.Provider.GOOGLE) self.instructmsrs:SetGoogle(PathToGoogleKey)
self.instructmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.instructmsrs:SetProvider(MSRS.Provider.GOOGLE)
end end
else else
@@ -1380,57 +1323,10 @@ end
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetSoundfilesPath( path ) function RANGE:SetSoundfilesPath( path )
self.soundpath = tostring( path or "Range Soundfiles/" ) self.soundpath = tostring( path or "Range Soundfiles/" )
self:T2( self.lid .. string.format( "Setting sound files path to %s", self.soundpath ) ) self:I( self.lid .. string.format( "Setting sound files path to %s", self.soundpath ) )
return self return self
end end
--- Set the path to the csv file that contains information about the used sound files.
-- The parameter file has to be located on your local disk (**not** inside the miz file).
-- @param #RANGE self
-- @param #string csvfile Full path to the csv file on your local disk.
-- @return #RANGE self
function RANGE:SetSoundfilesInfo( csvfile )
--- Local function to return the ATIS.Soundfile for a given file name
local function getSound(filename)
for key,_soundfile in pairs(self.Sound) do
local soundfile=_soundfile --#RANGE.Soundfile
if filename==soundfile.filename then
return soundfile
end
end
return nil
end
-- Read csv file
local data=UTILS.ReadCSV(csvfile)
if data then
for i,sound in pairs(data) do
-- Get the ATIS.Soundfile
local soundfile=getSound(sound.filename..".ogg") --#RANGE.Soundfile
if soundfile then
-- Set duration
soundfile.duration=tonumber(sound.duration)
else
self:E(string.format("ERROR: Could not get info for sound file %s", sound.filename))
end
end
else
self:E(string.format("ERROR: Could not read sound csv file!"))
end
return self
end
--- Add new strafe pit. For a strafe pit, hits from guns are counted. One pit can consist of several units. --- Add new strafe pit. For a strafe pit, hits from guns are counted. One pit can consist of several units.
-- A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading. -- A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading.
-- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach. -- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.
@@ -1676,9 +1572,9 @@ function RANGE:AddBombingTargetUnit( unit, goodhitrange, randommove )
-- Debug or error output. -- Debug or error output.
if _isstatic == true then if _isstatic == true then
self:T( self.lid .. string.format( "Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) ) self:I( self.lid .. string.format( "Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) )
elseif _isstatic == false then elseif _isstatic == false then
self:T( self.lid .. string.format( "Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) ) self:I( self.lid .. string.format( "Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) )
else else
self:E( self.lid .. string.format( "ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name ) ) self:E( self.lid .. string.format( "ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name ) )
end end
@@ -1746,7 +1642,7 @@ function RANGE:AddBombingTargetScenery( scenery, goodhitrange)
-- Debug or error output. -- Debug or error output.
if name then if name then
self:T( self.lid .. string.format( "Adding SCENERY bombing target %s with good hit range %d", name, goodhitrange) ) self:I( self.lid .. string.format( "Adding SCENERY bombing target %s with good hit range %d", name, goodhitrange) )
else else
self:E( self.lid .. string.format( "ERROR! No bombing target with name %s could be found!", name ) ) self:E( self.lid .. string.format( "ERROR! No bombing target with name %s could be found!", name ) )
end end
@@ -1769,17 +1665,13 @@ end
--- Add all units of a group as bombing targets. --- Add all units of a group as bombing targets.
-- @param #RANGE self -- @param #RANGE self
-- @param Wrapper.Group#GROUP group Group of bombing targets. Can also be given as group name. -- @param Wrapper.Group#GROUP group Group of bombing targets.
-- @param #number goodhitrange Max distance from unit which is considered as a good hit. -- @param #number goodhitrange Max distance from unit which is considered as a good hit.
-- @param #boolean randommove If true, unit will move randomly within the range. Default is false. -- @param #boolean randommove If true, unit will move randomly within the range. Default is false.
-- @return #RANGE self -- @return #RANGE self
function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove ) function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove )
self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } ) self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } )
if group and type(group)=="string" then
group=GROUP:FindByName(group)
end
if group then if group then
local _units = group:GetUnits() local _units = group:GetUnits()
@@ -1851,7 +1743,7 @@ function RANGE:OnEventBirth( EventData )
if not EventData.IniPlayerName then return end if not EventData.IniPlayerName then return end
local _unitName = EventData.IniUnitName local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName, EventData.IniPlayerName ) local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
self:T3( self.lid .. "BIRTH: unit = " .. tostring( EventData.IniUnitName ) ) self:T3( self.lid .. "BIRTH: unit = " .. tostring( EventData.IniUnitName ) )
self:T3( self.lid .. "BIRTH: group = " .. tostring( EventData.IniGroupName ) ) self:T3( self.lid .. "BIRTH: group = " .. tostring( EventData.IniGroupName ) )
@@ -1933,7 +1825,7 @@ function RANGE:OnEventHit( EventData )
local _currentTarget = self.strafeStatus[_unitID] --#RANGE.StrafeStatus local _currentTarget = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
-- Player has rolled in on a strafing target. -- Player has rolled in on a strafing target.
if _currentTarget and target and target:IsAlive() then if _currentTarget and target:IsAlive() then
local playerPos = _unit:GetCoordinate() local playerPos = _unit:GetCoordinate()
local targetPos = target:GetCoordinate() local targetPos = target:GetCoordinate()
@@ -2008,8 +1900,6 @@ end
-- @param #number attackVel Attack velocity. -- @param #number attackVel Attack velocity.
function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackVel) function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackVel)
if not playerData then return end
-- Get closet target to last position. -- Get closet target to last position.
local _closetTarget = nil -- #RANGE.BombTarget local _closetTarget = nil -- #RANGE.BombTarget
local _distance = nil local _distance = nil
@@ -2026,13 +1916,13 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
-- Coordinate of impact point. -- Coordinate of impact point.
local impactcoord = weapon:GetImpactCoordinate() local impactcoord = weapon:GetImpactCoordinate()
-- Check if impact happened in range zone.+ -- Check if impact happened in range zone.
local insidezone = self.rangezone:IsCoordinateInZone( impactcoord ) local insidezone = self.rangezone:IsCoordinateInZone( impactcoord )
-- Smoke impact point of bomb. -- Smoke impact point of bomb.
if playerData and playerData.smokebombimpact and insidezone then if playerData.smokebombimpact and insidezone then
if playerData and playerData.delaysmoke then if playerData.delaysmoke then
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke ) timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
else else
impactcoord:Smoke( playerData.smokecolor ) impactcoord:Smoke( playerData.smokecolor )
@@ -2126,7 +2016,7 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
if self.useSRS then if self.useSRS then
self.controlsrsQ:NewTransmission(_message,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(_message,nil,self.controlmsrs,nil,1)
else else
self.rangecontrol:NewTransmission( self.Sound.RCWeaponImpactedTooFar.filename, self.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration ) self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
end end
end end
@@ -2157,7 +2047,7 @@ function RANGE:OnEventShot( EventData )
local _unitName = EventData.IniUnitName local _unitName = EventData.IniUnitName
-- Get player unit and name. -- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName, EventData.IniPlayerName ) local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
-- Distance Player-to-Range. Set this to larger value than the threshold. -- Distance Player-to-Range. Set this to larger value than the threshold.
local dPR = self.BombtrackThreshold * 2 local dPR = self.BombtrackThreshold * 2
@@ -2169,13 +2059,11 @@ function RANGE:OnEventShot( EventData )
end end
-- Only track if distance player to range is < 25 km. Also check that a player shot. No need to track AI weapons. -- Only track if distance player to range is < 25 km. Also check that a player shot. No need to track AI weapons.
if _track and dPR <= self.BombtrackThreshold and _unit and _playername and self.PlayerSettings[_playername] then if _track and dPR <= self.BombtrackThreshold and _unit and _playername then
-- Player data. -- Player data.
local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData
if not playerData then return end
-- Attack parameters. -- Attack parameters.
local attackHdg=_unit:GetHeading() local attackHdg=_unit:GetHeading()
local attackAlt=_unit:GetHeight() local attackAlt=_unit:GetHeight()
@@ -2236,7 +2124,7 @@ function RANGE:onafterStatus( From, Event, To )
end end
-- Check range status. -- Check range status.
self:T( self.lid .. text ) self:I( self.lid .. text )
end end
@@ -2275,15 +2163,15 @@ function RANGE:onafterEnterRange( From, Event, To, player )
-- Radio message that player entered the range -- Radio message that player entered the range
-- You entered the bombing range. For hit assessment, contact the range controller at xy MHz -- You entered the bombing range. For hit assessment, contact the range controller at xy MHz
self.instructor:NewTransmission( self.Sound.IREnterRange.filename, self.Sound.IREnterRange.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath )
self.instructor:Number2Transmission( RF[1] ) self.instructor:Number2Transmission( RF[1] )
if tonumber( RF[2] ) > 0 then if tonumber( RF[2] ) > 0 then
self.instructor:NewTransmission( self.Sound.IRDecimal.filename, self.Sound.IRDecimal.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IRDecimal.filename, RANGE.Sound.IRDecimal.duration, self.soundpath )
self.instructor:Number2Transmission( RF[2] ) self.instructor:Number2Transmission( RF[2] )
end end
self.instructor:NewTransmission( self.Sound.IRMegaHertz.filename, self.Sound.IRMegaHertz.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IRMegaHertz.filename, RANGE.Sound.IRMegaHertz.duration, self.soundpath )
end end
end end
@@ -2319,7 +2207,7 @@ function RANGE:onafterExitRange( From, Event, To, player )
self.instructsrsQ:NewTransmission(text, nil, self.instructmsrs, nil, 1, {player.client:GetGroup()}, text, 10) self.instructsrsQ:NewTransmission(text, nil, self.instructmsrs, nil, 1, {player.client:GetGroup()}, text, 10)
else else
self.instructor:NewTransmission( self.Sound.IRExitRange.filename, self.Sound.IRExitRange.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IRExitRange.filename, RANGE.Sound.IRExitRange.duration, self.soundpath )
end end
end end
@@ -2355,20 +2243,20 @@ function RANGE:onafterImpact( From, Event, To, result, player )
local group = player.client:GetGroup() local group = player.client:GetGroup()
self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1,{group},text,10) self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1,{group},text,10)
else else
self.rangecontrol:NewTransmission( self.Sound.RCImpact.filename, self.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration ) self.rangecontrol:NewTransmission( RANGE.Sound.RCImpact.filename, RANGE.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration )
self.rangecontrol:Number2Transmission( string.format( "%03d", result.radial ), nil, 0.1 ) self.rangecontrol:Number2Transmission( string.format( "%03d", result.radial ), nil, 0.1 )
self.rangecontrol:NewTransmission( self.Sound.RCDegrees.filename, self.Sound.RCDegrees.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCDegrees.filename, RANGE.Sound.RCDegrees.duration, self.soundpath )
self.rangecontrol:NewTransmission( self.Sound.RCFor.filename, self.Sound.RCFor.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCFor.filename, RANGE.Sound.RCFor.duration, self.soundpath )
self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.MetersToFeet( result.distance ) ) ) self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.MetersToFeet( result.distance ) ) )
self.rangecontrol:NewTransmission( self.Sound.RCFeet.filename, self.Sound.RCFeet.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCFeet.filename, RANGE.Sound.RCFeet.duration, self.soundpath )
if result.quality == "POOR" then if result.quality == "POOR" then
self.rangecontrol:NewTransmission( self.Sound.RCPoorHit.filename, self.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCPoorHit.filename, RANGE.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "INEFFECTIVE" then elseif result.quality == "INEFFECTIVE" then
self.rangecontrol:NewTransmission( self.Sound.RCIneffectiveHit.filename, self.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCIneffectiveHit.filename, RANGE.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "GOOD" then elseif result.quality == "GOOD" then
self.rangecontrol:NewTransmission( self.Sound.RCGoodHit.filename, self.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCGoodHit.filename, RANGE.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "EXCELLENT" then elseif result.quality == "EXCELLENT" then
self.rangecontrol:NewTransmission( self.Sound.RCExcellentHit.filename, self.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCExcellentHit.filename, RANGE.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5 )
end end
end end
end end
@@ -2437,14 +2325,14 @@ function RANGE:onafterSave( From, Event, To )
if f then if f then
f:write( data ) f:write( data )
f:close() f:close()
self:T( self.lid .. string.format( "Saving player results to file %s", tostring( filename ) ) ) self:I( self.lid .. string.format( "Saving player results to file %s", tostring( filename ) ) )
else else
self:E( self.lid .. string.format( "ERROR: Could not save results to file %s", tostring( filename ) ) ) self:E( self.lid .. string.format( "ERROR: Could not save results to file %s", tostring( filename ) ) )
end end
end end
-- Path. -- Path.
local path = self.targetpath or lfs.writedir() .. [[Logs\]] local path = lfs.writedir() .. [[Logs\]]
-- Set file name. -- Set file name.
local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename ) local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename )
@@ -2509,14 +2397,14 @@ function RANGE:onafterLoad( From, Event, To )
end end
-- Path in DCS log file. -- Path in DCS log file.
local path = self.targetpath or lfs.writedir() .. [[Logs\]] local path = lfs.writedir() .. [[Logs\]]
-- Set file name. -- Set file name.
local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename ) local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename )
-- Info message. -- Info message.
local text = string.format( "Loading player bomb results from file %s", filename ) local text = string.format( "Loading player bomb results from file %s", filename )
self:T( self.lid .. text ) self:I( self.lid .. text )
-- Load asset data from file. -- Load asset data from file.
local data = _loadfile( filename ) local data = _loadfile( filename )
@@ -2889,7 +2777,7 @@ function RANGE:_DisplayRangeInfo( _unitname )
-- Check if we have a player. -- Check if we have a player.
if unit and playername then if unit and playername then
--self:I(playername) self:I(playername)
-- Message text. -- Message text.
local text = "" local text = ""
@@ -3027,7 +2915,7 @@ function RANGE:_DisplayBombTargets( _unitname )
end end
end end
self:_DisplayMessageToGroup( _unit, _text, 150, true, true, _multiplayer ) self:_DisplayMessageToGroup( _unit, _text, 120, true, true, _multiplayer )
end end
end end
@@ -3152,10 +3040,7 @@ function RANGE:_CheckPlayers()
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
local unitalt = unit:GetAltitude(false) if unit:IsInZone( self.rangezone ) then
local unitaltinfeet = UTILS.MetersToFeet(unitalt)
if unit:IsInZone(self.rangezone) and (not self.ceilingenabled or unitaltinfeet < self.ceilingaltitude) then
------------------------------ ------------------------------
-- Player INSIDE Range Zone -- -- Player INSIDE Range Zone --
@@ -3267,7 +3152,7 @@ function RANGE:_CheckInZone( _unitName )
self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1)
else else
-- You left the strafing zone too quickly! No score! -- You left the strafing zone too quickly! No score!
self.rangecontrol:NewTransmission( self.Sound.RCLeftStrafePitTooQuickly.filename, self.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCLeftStrafePitTooQuickly.filename, RANGE.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath )
end end
end end
else else
@@ -3294,23 +3179,23 @@ function RANGE:_CheckInZone( _unitName )
local resulttext="" local resulttext=""
if _result.pastfoulline == true then -- if _result.pastfoulline == true then --
resulttext = "* INVALID - PASSED FOUL LINE *" resulttext = "* INVALID - PASSED FOUL LINE *"
_sound = self.Sound.RCPoorPass -- _sound = RANGE.Sound.RCPoorPass --
else else
if accur >= 90 then if accur >= 90 then
resulttext = "DEADEYE PASS" resulttext = "DEADEYE PASS"
_sound = self.Sound.RCExcellentPass _sound = RANGE.Sound.RCExcellentPass
elseif accur >= 75 then elseif accur >= 75 then
resulttext = "EXCELLENT PASS" resulttext = "EXCELLENT PASS"
_sound = self.Sound.RCExcellentPass _sound = RANGE.Sound.RCExcellentPass
elseif accur >= 50 then elseif accur >= 50 then
resulttext = "GOOD PASS" resulttext = "GOOD PASS"
_sound = self.Sound.RCGoodPass _sound = RANGE.Sound.RCGoodPass
elseif accur >= 25 then elseif accur >= 25 then
resulttext = "INEFFECTIVE PASS" resulttext = "INEFFECTIVE PASS"
_sound = self.Sound.RCIneffectivePass _sound = RANGE.Sound.RCIneffectivePass
else else
resulttext = "POOR PASS" resulttext = "POOR PASS"
_sound = self.Sound.RCPoorPass _sound = RANGE.Sound.RCPoorPass
end end
end end
@@ -3357,14 +3242,14 @@ function RANGE:_CheckInZone( _unitName )
if self.useSRS then if self.useSRS then
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,1)
else else
self.rangecontrol:NewTransmission( self.Sound.RCHitsOnTarget.filename, self.Sound.RCHitsOnTarget.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath )
self.rangecontrol:Number2Transmission( string.format( "%d", _result.hits ) ) self.rangecontrol:Number2Transmission( string.format( "%d", _result.hits ) )
if shots and accur then if shots and accur then
self.rangecontrol:NewTransmission( self.Sound.RCTotalRoundsFired.filename, self.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCTotalRoundsFired.filename, RANGE.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:Number2Transmission( string.format( "%d", shots ), nil, 0.2 ) self.rangecontrol:Number2Transmission( string.format( "%d", shots ), nil, 0.2 )
self.rangecontrol:NewTransmission( self.Sound.RCAccuracy.filename, self.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCAccuracy.filename, RANGE.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.Round( accur, 0 ) ) ) self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.Round( accur, 0 ) ) )
self.rangecontrol:NewTransmission( self.Sound.RCPercent.filename, self.Sound.RCPercent.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCPercent.filename, RANGE.Sound.RCPercent.duration, self.soundpath )
end end
self.rangecontrol:NewTransmission( _sound.filename, _sound.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( _sound.filename, _sound.duration, self.soundpath, nil, 0.5 )
end end
@@ -3409,7 +3294,7 @@ function RANGE:_CheckInZone( _unitName )
if self.useSRS then if self.useSRS then
self.controlsrsQ:NewTransmission(_msg,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(_msg,nil,self.controlmsrs,nil,1)
else else
self.rangecontrol:NewTransmission( self.Sound.RCRollingInOnStrafeTarget.filename, self.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath )
end end
end end
@@ -3458,23 +3343,16 @@ function RANGE:_AddF10Commands( _unitName )
self.MenuAddedTo[_gid] = true self.MenuAddedTo[_gid] = true
-- Range root menu path. -- Range root menu path.
local _rootMenu = nil local _rangePath = nil
if self.menuF10root then if RANGE.MenuF10Root then
------------------- -------------------
-- MISSION LEVEL -- -- MISSION LEVEL --
------------------- -------------------
--_rootMenu = MENU_GROUP:New( group, self.rangename, self.menuF10root ) -- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10Root)
_rootMenu = self.menuF10root _rangePath = MENU_GROUP:New( group, "On the Range" )
self:T2(self.lid..string.format("Creating F10 menu for group %s", group:GetName()))
elseif RANGE.MenuF10Root then
-- Main F10 menu: F10/<RANGE.MenuF10Root>/<Range Name>
--_rootMenu = MENU_GROUP:New( group, self.rangename, RANGE.MenuF10Root )
_rootMenu = RANGE.MenuF10Root
else else
@@ -3484,22 +3362,17 @@ function RANGE:_AddF10Commands( _unitName )
-- Main F10 menu: F10/On the Range/<Range Name>/ -- Main F10 menu: F10/On the Range/<Range Name>/
if RANGE.MenuF10[_gid] == nil then if RANGE.MenuF10[_gid] == nil then
self:T2(self.lid..string.format("Creating F10 menu 'On the Range' for group %s", group:GetName())) -- RANGE.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "On the Range")
else RANGE.MenuF10[_gid] = MENU_GROUP:New( group, "On the Range" )
self:T2(self.lid..string.format("F10 menu 'On the Range' already EXISTS for group %s", group:GetName()))
end end
-- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10[_gid])
_rootMenu=RANGE.MenuF10[_gid] or MENU_GROUP:New( group, "On the Range" ) _rangePath = MENU_GROUP:New( group, self.rangename, RANGE.MenuF10[_gid] )
end end
-- Range menu
local _rangePath = MENU_GROUP:New( group, self.rangename, _rootMenu )
local _infoPath = MENU_GROUP:New( group, "Range Info", _rangePath )
local _markPath = MENU_GROUP:New( group, "Mark Targets", _rangePath )
local _statsPath = MENU_GROUP:New( group, "Statistics", _rangePath ) local _statsPath = MENU_GROUP:New( group, "Statistics", _rangePath )
local _markPath = MENU_GROUP:New( group, "Mark Targets", _rangePath )
local _settingsPath = MENU_GROUP:New( group, "My Settings", _rangePath ) local _settingsPath = MENU_GROUP:New( group, "My Settings", _rangePath )
local _infoPath = MENU_GROUP:New( group, "Range Info", _rangePath )
-- F10/On the Range/<Range Name>/My Settings/ -- F10/On the Range/<Range Name>/My Settings/
local _mysmokePath = MENU_GROUP:New( group, "Smoke Color", _settingsPath ) local _mysmokePath = MENU_GROUP:New( group, "Smoke Color", _settingsPath )
@@ -3903,13 +3776,13 @@ function RANGE:_TargetsheetOnOff( _unitname )
-- Inform player. -- Inform player.
if playerData and playerData.targeton == true then if playerData and playerData.targeton == true then
text = string.format( "Roger, your targetsheets are now SAVED." ) text = string.format( "roger, your targetsheets are now SAVED." )
else else
text = string.format( "Affirm, your targetsheets are NOT SAVED." ) text = string.format( "affirm, your targetsheets are NOT SAVED." )
end end
else else
text = "Negative, target sheet data recorder is broken on this range." text = "negative, target sheet data recorder is broken on this range."
end end
-- Message to player. -- Message to player.
@@ -4146,8 +4019,8 @@ end
-- @return Wrapper.Unit#UNIT Unit of player. -- @return Wrapper.Unit#UNIT Unit of player.
-- @return #string Name of the player. -- @return #string Name of the player.
-- @return #boolean If true, group has > 1 player in it -- @return #boolean If true, group has > 1 player in it
function RANGE:_GetPlayerUnitAndName( _unitName, PlayerName ) function RANGE:_GetPlayerUnitAndName( _unitName )
--self:I( _unitName ) self:F2( _unitName )
if _unitName ~= nil then if _unitName ~= nil then
@@ -4156,9 +4029,9 @@ function RANGE:_GetPlayerUnitAndName( _unitName, PlayerName )
-- Get DCS unit from its name. -- Get DCS unit from its name.
local DCSunit = Unit.getByName( _unitName ) local DCSunit = Unit.getByName( _unitName )
if DCSunit and DCSunit.getPlayerName then if DCSunit then
local playername = DCSunit:getPlayerName() or PlayerName or "None" local playername = DCSunit:getPlayerName()
local unit = UNIT:Find( DCSunit ) local unit = UNIT:Find( DCSunit )
self:T2( { DCSunit = DCSunit, unit = unit, playername = playername } ) self:T2( { DCSunit = DCSunit, unit = unit, playername = playername } )
+25 -57
View File
@@ -79,7 +79,6 @@
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- * **Applevangelist**: Additional functionality, fixes.
-- * **Wingthor (TAW)**: Testing & Advice. -- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **Whisper**: Testing and Advice. -- * **Whisper**: Testing and Advice.
@@ -117,13 +116,11 @@
-- Special targets can be set that will give extra scores to the players when these are destroyed. -- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s. -- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s. -- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
-- Use the method @{#SCORING.AddScoreSetGroup}() to specify a special additional score for a specific @{Wrapper.Group}s gathered in a @{Core.Set#SET_GROUP}. -- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
-- --
-- local Scoring = SCORING:New( "Scoring File" ) -- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 ) -- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 ) -- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
-- local GroupSet = SET_GROUP:New():FilterPrefixes("RAT"):FilterStart()
-- Scoring:AddScoreSetGroup( GroupSet, 100)
-- --
-- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed. -- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
-- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over. -- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
@@ -229,7 +226,7 @@ SCORING = {
ClassID = 0, ClassID = 0,
Players = {}, Players = {},
AutoSave = true, AutoSave = true,
version = "1.18.4" version = "1.17.1"
} }
local _SCORINGCoalition = { local _SCORINGCoalition = {
@@ -248,15 +245,13 @@ local _SCORINGCategory = {
--- Creates a new SCORING object to administer the scoring achieved by players. --- Creates a new SCORING object to administer the scoring achieved by players.
-- @param #SCORING self -- @param #SCORING self
-- @param #string GameName The name of the game. This name is also logged in the CSV score file. -- @param #string GameName The name of the game. This name is also logged in the CSV score file.
-- @param #string SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
-- @return #SCORING self -- @return #SCORING self
-- @usage -- @usage
-- --
-- -- Define a new scoring object for the mission Gori Valley. -- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" ) -- ScoringObject = SCORING:New( "Gori Valley" )
-- --
function SCORING:New( GameName, SavePath, AutoSave ) function SCORING:New( GameName )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #SCORING local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
@@ -319,8 +314,7 @@ function SCORING:New( GameName, SavePath, AutoSave )
end ) end )
-- Create the CSV file. -- Create the CSV file.
self.AutoSavePath = SavePath self.AutoSave = true
self.AutoSave = AutoSave or true
self:OpenCSV( GameName ) self:OpenCSV( GameName )
return self return self
@@ -434,31 +428,6 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
return self return self
end end
--- Specify a special additional score for a @{Core.Set#SET_GROUP}.
-- @param #SCORING self
-- @param Core.Set#SET_GROUP Set The @{Core.Set#SET_GROUP} for which each @{Wrapper.Unit} in each Group a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetGroup(Set, Score)
local set = Set:GetSetObjects()
for _,_group in pairs (set) do
if _group and _group:IsAlive() then
self:AddScoreGroup(_group,Score)
end
end
local function AddScore(group)
self:AddScoreGroup(group,Score)
end
function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
AddScore(Object)
end
return self
end
--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone. --- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced! -- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission. -- This allows for a dynamic destruction zone evolution within your mission.
@@ -1061,11 +1030,11 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value -- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1 PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown" PlayerHit.ThreatType = "Unknown"
end end
@@ -1172,7 +1141,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value -- if this fails for some reason, set a good default value
@@ -1319,17 +1288,17 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
--self:OnKillPvP(PlayerName, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty) self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(PlayerName, TargetPlayerName, true) self:OnKillPvP(Player, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(PlayerName, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty) self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
@@ -1357,14 +1326,14 @@ function SCORING:_EventOnDeadOrCrash( Event )
else else
Player.PlayerKills = 1 Player.PlayerKills = 1
end end
self:OnKillPvP(PlayerName, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore) self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(PlayerName, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore) self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
@@ -1842,11 +1811,10 @@ end
function SCORING:OpenCSV( ScoringCSV ) function SCORING:OpenCSV( ScoringCSV )
self:F( ScoringCSV ) self:F( ScoringCSV )
if lfs and io and os and self.AutoSave == true then if lfs and io and os and self.AutoSave then
if ScoringCSV then if ScoringCSV then
self.ScoringCSV = ScoringCSV self.ScoringCSV = ScoringCSV
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]] local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
local fdir = path .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
self.CSVFile, self.err = io.open( fdir, "w+" ) self.CSVFile, self.err = io.open( fdir, "w+" )
if not self.CSVFile then if not self.CSVFile then
@@ -1967,23 +1935,23 @@ end
--- Handles the event when one player kill another player --- Handles the event when one player kill another player
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The attacking player -- @param #PLAYER Player the ataching player
-- @param #string TargetPlayerName The name of the killed player -- @param #string TargetPlayerName the name of the killed player
-- @param #boolean IsTeamKill true if this kill was a team kill -- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target -- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevel Threat level of the player -- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels -- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(PlayerName, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score) function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end end
--- Handles the event when one player kill another player --- Handles the event when one player kill another player
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The attacking player -- @param #PLAYER Player the ataching player
-- @param #string TargetUnitName the name of the killed unit -- @param #string TargetUnitName the name of the killed unit
-- @param #boolean IsTeamKill true if this kill was a team kill -- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target -- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevel Threat level of the player -- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels -- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(PlayerName, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score) function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end end
+21 -40
View File
@@ -19,7 +19,7 @@
-- --
-- ### Authors: **applevangelist**, **FlightControl** -- ### Authors: **applevangelist**, **FlightControl**
-- --
-- Last Update: Dec 2024 -- Last Update: Dec 2023
-- --
-- === -- ===
-- --
@@ -28,16 +28,6 @@
--- ---
-- @type SEAD -- @type SEAD
-- @field #string ClassName The Class Name.
-- @field #table TargetSkill Table of target skills.
-- @field #table SEADGroupPrefixes Table of SEAD prefixes.
-- @field #table SuppressedGroups Table of currently suppressed groups.
-- @field #number EngagementRange Engagement Range.
-- @field #number Padding Padding in seconds.
-- @field #function CallBack Callback function for suppression plans.
-- @field #boolean UseCallBack Switch for callback function to be used.
-- @field #boolean debug Debug switch.
-- @field #boolen WeaponTrack Track switch, if true track weapon speed for 30 secs.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon. --- Make SAM sites execute evasive and defensive behaviour when being fired upon.
@@ -66,11 +56,10 @@ SEAD = {
SEADGroupPrefixes = {}, SEADGroupPrefixes = {},
SuppressedGroups = {}, SuppressedGroups = {},
EngagementRange = 75, -- default 75% engagement range Feature Request #1355 EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 15, Padding = 10,
CallBack = nil, CallBack = nil,
UseCallBack = false, UseCallBack = false,
debug = false, debug = false,
WeaponTrack = false,
} }
--- Missile enumerators --- Missile enumerators
@@ -80,7 +69,6 @@ SEAD = {
["AGM_122"] = "AGM_122", ["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84", ["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45", ["AGM_45"] = "AGM_45",
["AGM_65"] = "AGM_65",
["ALARM"] = "ALARM", ["ALARM"] = "ALARM",
["LD-10"] = "LD-10", ["LD-10"] = "LD-10",
["X_58"] = "X_58", ["X_58"] = "X_58",
@@ -100,7 +88,6 @@ SEAD = {
-- km and mach -- km and mach
["AGM_88"] = { 150, 3}, ["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2}, ["AGM_45"] = { 12, 2},
["AGM_65"] = { 16, 0.9},
["AGM_122"] = { 16.5, 2.3}, ["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.8}, ["AGM_84"] = { 280, 0.8},
["ALARM"] = { 45, 2}, ["ALARM"] = { 45, 2},
@@ -157,7 +144,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*") self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*") self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.9") self:I("*** SEAD - Started Version 0.4.6")
return self return self
end end
@@ -333,6 +320,9 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
end end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce() local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom() local tgtgrp = seadset:GetRandom()
local _targetgroup = nil local _targetgroup = nil
local _targetgroupname = "none" local _targetgroupname = "none"
@@ -384,7 +374,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
reach = wpndata[1] * 1.1 reach = wpndata[1] * 1.1
local mach = wpndata[2] local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29) wpnspeed = math.floor(mach * 340.29)
if Weapon and Weapon:GetSpeed() > 0 then if Weapon then
wpnspeed = Weapon:GetSpeed() wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed)) self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end end
@@ -465,38 +455,29 @@ end
-- @return #SEAD self -- @return #SEAD self
function SEAD:HandleEventShot( EventData ) function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } ) self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName or "None" -- return weapon type local SEADWeaponName = EventData.WeaponName -- return weapon type
local WeaponWrapper = WEAPON:New(EventData.Weapon)
--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then if self:_CheckHarms(SEADWeaponName) then
--UTILS.PrintTableToLog(EventData)
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
if not SEADPlane then return self end -- case IniUnit is empty
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local WeaponWrapper = WEAPON:New(EventData.Weapon) -- Wrapper.Weapon#WEAPON
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
self:T( '*** SEAD - Weapon Match' ) self:T( '*** SEAD - Weapon Match' )
if self.WeaponTrack == true then
WeaponWrapper:SetFuncTrack(function(weapon) env.info(string.format("*** Weapon Speed: %d m/s",weapon:GetSpeed() or -1)) end)
WeaponWrapper:StartTrack(0.1)
WeaponWrapper:StopTrack(30)
end
local _targetskill = "Random" local _targetskill = "Random"
local _targetgroupname = "none" local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target local _target = EventData.Weapon:getTarget() -- Identify target
if not _target or self.debug then -- AGM-88 or 154 w/o target data if not _target or self.debug then -- AGM-88 or 154 w/o target data
self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None")) self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None"))
if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then
self:T("**** Tracking AGM-88/154 with no target data.") self:I("**** Tracking AGM-88/154 with no target data.")
local pos0 = SEADPlane:GetCoordinate() local pos0 = SEADPlane:GetCoordinate()
local fheight = SEADPlane:GetHeight() local fheight = SEADPlane:GetHeight()
self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName) self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName)
@@ -542,7 +523,7 @@ function SEAD:HandleEventShot( EventData )
end end
if SEADGroupFound == true then -- yes we are being attacked if SEADGroupFound == true then -- yes we are being attacked
if string.find(SEADWeaponName,"ADM_141",1,true) then if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,2,WeaponWrapper) self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
else else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper) self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end end
+8 -30
View File
@@ -21,7 +21,7 @@
-- @image Functional.Shorad.jpg -- @image Functional.Shorad.jpg
-- --
-- Date: Nov 2021 -- Date: Nov 2021
-- Last Update: Jan 2025 -- Last Update: Nov 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE --- **SHORAD** class, extends Core.Base#BASE
@@ -113,7 +113,7 @@ SHORAD = {
SkateNumber = 3, SkateNumber = 3,
SkateZones = nil, SkateZones = nil,
minscootdist = 100, minscootdist = 100,
maxscootdist = 3000, minscootdist = 3000,
scootrandomcoord = false, scootrandomcoord = false,
} }
@@ -443,9 +443,7 @@ do
for _,_groups in pairs (shoradset) do for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName() local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then if string.find(groupname, tgtgrp, 1, true) then
if _groups:IsSAM() then returnname = true
returnname = true
end
end end
end end
return returnname return returnname
@@ -472,7 +470,6 @@ do
-- @param #number Radius Radius of the #ZONE -- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active -- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC -- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @param #boolean ShotAt If true, function is called after a shot
-- @return #SHORAD self -- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example -- @usage Use this function to integrate with other systems, example
-- --
@@ -482,7 +479,7 @@ do
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs") -- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720) -- mymantis:AddShorad(myshorad,720)
-- mymantis:Start() -- mymantis:Start()
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat, ShotAt) function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat)
self:T(self.lid .. " WakeUpShorad") self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat}) self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetcat = TargetCat or Object.Category.UNIT local targetcat = TargetCat or Object.Category.UNIT
@@ -524,27 +521,7 @@ do
-- go through set and find the one(s) to activate -- go through set and find the one(s) to activate
local TDiff = 4 local TDiff = 4
for _,_group in pairs (shoradset) do for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then
local groupname = _group:GetName()
if groupname == TargetGroup and ShotAt==true then
-- Shot at a SHORAD group
if self.UseEmOnOff then
_group:EnableEmission(false)
end
_group:OptionAlarmStateGreen()
self.ActiveGroups[groupname] = nil
local text = string.format("Shot at SHORAD %s! Evading!", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(1,_group)
end
elseif _group:IsAnyInZone(targetzone) or groupname == TargetGroup then
-- shot at a group we protect
local text = string.format("Waking up SHORAD %s", _group:GetName()) local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text) self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
@@ -552,6 +529,7 @@ do
_group:EnableEmission(true) _group:EnableEmission(true)
end end
_group:OptionAlarmStateRed() _group:OptionAlarmStateRed()
local groupname = _group:GetName()
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer } self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
@@ -629,7 +607,7 @@ do
_targetgroupname = tgtgrp:GetName() -- group name _targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill() _targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname) self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT,true) self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end end
end end
end end
@@ -758,7 +736,7 @@ do
-- if being shot at, find closest SHORADs to activate -- if being shot at, find closest SHORADs to activate
if shotatsams or shotatus then if shotatsams or shotatus then
self:T({shotatsams=shotatsams,shotatus=shotatus}) self:T({shotatsams=shotatsams,shotatus=shotatus})
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat, true) self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat)
end end
end end
end end
File diff suppressed because it is too large Load Diff
@@ -1,593 +0,0 @@
--- **Functional** - TIRESIAS - manages AI behaviour.
--
-- ===
--
-- The @{#TIRESIAS} class is working in the back to keep your large-scale ground units in check.
--
-- ## Features:
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ===
--
-- ## Missions:
--
-- ### [TIRESIAS](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Tiresias
-- @image Functional.Tiresias.jpg
--
-- Last Update: Dec 2023
-------------------------------------------------------------------------
--- **TIRESIAS** class, extends Core.Base#BASE
-- @type TIRESIAS
-- @field #string ClassName
-- @field #booelan debug
-- @field #string version
-- @field #number Interval
-- @field Core.Set#SET_GROUP GroundSet
-- @field #number Coalition
-- @field Core.Set#SET_GROUP VehicleSet
-- @field Core.Set#SET_GROUP AAASet
-- @field Core.Set#SET_GROUP SAMSet
-- @field Core.Set#SET_GROUP ExceptionSet
-- @field Core.Set#SET_OPSGROUP OpsGroupSet
-- @field #number AAARange
-- @field #number HeloSwitchRange
-- @field #number PlaneSwitchRange
-- @field Core.Set#SET_GROUP FlightSet
-- @field #boolean SwitchAAA
-- @extends Core.Fsm#FSM
---
-- @type TIRESIAS.Data
-- @field #string type
-- @field #number range
-- @field #boolean invisible
-- @field #boolean AIOff
-- @field #boolean exception
--- *Tiresias, Greek demi-god and shapeshifter, blinded by the Gods, works as oracle for you.* (Wiki)
--
-- ===
--
-- ## TIRESIAS Concept
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined in SET_GROUP objects to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ## Setup
--
-- Setup is a one-liner:
--
-- local blinder = TIRESIAS:New()
--
-- Optionally you can set up exceptions, e.g. for convoys driving around
--
-- local exceptionset = SET_GROUP:New():FilterCoalitions("red"):FilterPrefixes("Convoy"):FilterStart()
-- local blinder = TIRESIAS:New()
-- blinder:AddExceptionSet(exceptionset)
--
-- Options
--
-- -- Setup different radius for activation around helo and airplane groups (applies to AI and humans)
-- blinder:SetActivationRanges(10,25) -- defaults are 10, and 25
--
-- -- Setup engagement ranges for AAA (non-advanced SAM units like Flaks etc) and if you want them to be AIOff
-- blinder:SetAAARanges(60,true) -- defaults are 60, and true
--
-- @field #TIRESIAS
TIRESIAS = {
ClassName = "TIRESIAS",
debug = false,
version = "0.0.5",
Interval = 20,
GroundSet = nil,
VehicleSet = nil,
AAASet = nil,
SAMSet = nil,
ExceptionSet = nil,
AAARange = 60, -- 60%
HeloSwitchRange = 10, -- NM
PlaneSwitchRange = 25, -- NM
SwitchAAA = true,
}
--- [USER] Create a new Tiresias object and start it up.
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:New()
-- Inherit everything from FSM class.
local self = BASE:Inherit(self, FSM:New()) -- #TIRESIAS
--- FSM Functions ---
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- TIRESIAS status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self.ExceptionSet = SET_GROUP:New():Clear(false)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self.lid = string.format("TIRESIAS %s | ",self.version)
self:I(self.lid.."Managing ground groups!")
--- Triggers the FSM event "Stop". Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] Stop
-- @param #TIRESIAS self
--- Triggers the FSM event "Stop" after a delay. Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] __Stop
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Start". Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] Start
-- @param #TIRESIAS self
--- Triggers the FSM event "Start" after a delay. Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] __Start
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
self:__Start(1)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- Helper Functions
--
-------------------------------------------------------------------------------------------------------------
---[USER] Set activation radius for Helos and Planes in Nautical Miles.
-- @param #TIRESIAS self
-- @param #number HeloMiles Radius around a Helicopter in which AI ground units will be activated. Defaults to 10NM.
-- @param #number PlaneMiles Radius around an Airplane in which AI ground units will be activated. Defaults to 25NM.
-- @return #TIRESIAS self
function TIRESIAS:SetActivationRanges(HeloMiles,PlaneMiles)
self.HeloSwitchRange = HeloMiles or 10
self.PlaneSwitchRange = PlaneMiles or 25
return self
end
---[USER] Set AAA Ranges - AAA equals non-SAM systems which qualify as AAA in DCS world.
-- @param #TIRESIAS self
-- @param #number FiringRange The engagement range that AAA units will be set to. Can be 0 to 100 (percent). Defaults to 60.
-- @param #boolean SwitchAAA Decide if these system will have their AI switched off, too. Defaults to true.
-- @return #TIRESIAS self
function TIRESIAS:SetAAARanges(FiringRange,SwitchAAA)
self.AAARange = FiringRange or 60
self.SwitchAAA = (SwitchAAA == false) and false or true
return self
end
--- [USER] Add a SET_GROUP of GROUP objects as exceptions. Can be done multiple times. Does **not** work work for GROUP objects spawned into the SET after start, i.e. the groups need to exist in the game already.
-- @param #TIRESIAS self
-- @param Core.Set#SET_GROUP Set to add to the exception list.
-- @return #TIRESIAS self
function TIRESIAS:AddExceptionSet(Set)
self:T(self.lid.."AddExceptionSet")
local exceptions = self.ExceptionSet
Set:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
exceptions:AddGroup(grp,true)
end
BASE:T("TIRESIAS: Added exception group: "..grp:GetName())
end
)
return self
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Init Groups
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:_InitGroups()
self:T(self.lid.."_InitGroups")
-- Set all groups invisible/motionless
local EngageRange = self.AAARange
local SwitchAAA = self.SwitchAAA
--- AAA
self.AAASet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:OptionEngageRange(EngageRange)
grp:SetCommandInvisible(true)
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
end
grp.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
grp.Tiresias.AIOff = true
end
end
end
--BASE:I(string.format("Init/Switch off AAA %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- Vehicles
self.VehicleSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetAIOff()
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp:SetAIOff()
grp.Tiresias.invisible = true
grp.Tiresias.AIOff = true
end
end
--BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- SAM
self.SAMSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off SAM %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
return self
end
--- [INTERNAL] Event handler function
-- @param #TIRESIAS self
-- @param Core.Event#EVENTDATA EventData
-- @return #TIRESIAS self
function TIRESIAS:_EventHandler(EventData)
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
--local _coalition = event.IniCoalition
--if _coalition ~= self.Coalition then
-- return --ignore!
--end
local unitname = event.IniUnitName or "none"
local _unit = event.IniUnit
local _group = event.IniGroup
if _group and _group:IsAlive() then
local radius = self.PlaneSwitchRange
if _group:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_group,radius)
end
end
return self
end
--- [INTERNAL] Switch Groups Behaviour
-- @param #TIRESIAS self
-- @param Wrapper.Group#GROUP group
-- @param #number radius Radius in NM
-- @return #TIRESIAS self
function TIRESIAS:_SwitchOnGroups(group,radius)
self:T(self.lid.."_SwitchOnGroups "..group:GetName().." Radius "..radius.." NM")
local zone = ZONE_GROUP:New("Zone-"..group:GetName(),group,UTILS.NMToMeters(radius))
local ground = SET_GROUP:New():FilterCategoryGround():FilterZones({zone}):FilterOnce()
local count = ground:CountAlive()
if self.debug then
local text = string.format("There are %d groups around this plane or helo!",count)
self:I(text)
end
local SwitchAAA = self.SwitchAAA
if ground:CountAlive() > 0 then
ground:ForEachGroupAlive(
function(grp)
local name = grp:GetName()
if grp:GetCoalition() ~= group:GetCoalition()
and grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then
if grp.Tiresias.invisible == true then
grp:SetCommandInvisible(false)
grp.Tiresias.invisible = false
end
if grp.Tiresias.type == "Vehicle" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp.Tiresias.AIOff = false
end
if SwitchAAA and grp.Tiresias.type == "AAA" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp:EnableEmission(true)
grp.Tiresias.AIOff = false
end
--BASE:I(string.format("TIRESIAS - Switch on %s %s (Exception %s)",tostring(grp.Tiresias.type),grp:GetName(),tostring(grp.Tiresias.exception)))
else
BASE:T("TIRESIAS - This group "..tostring(name).. " has not been initialized or is an exception!")
end
end
)
end
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- FSM Functions
--
-------------------------------------------------------------------------------------------------------------
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStart(From, Event, To)
self:T({From, Event, To})
local VehicleSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterNotAAA):FilterFunction(TIRESIAS._FilterNotSAM):FilterStart()
local AAASet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterAAA):FilterStart()
local SAMSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterSAM):FilterStart()
local OpsGroupSet = SET_OPSGROUP:New():FilterActive(true):FilterStart()
self.FlightSet = SET_GROUP:New():FilterCategories({"plane","helicopter"}):FilterStart()
local EngageRange = self.AAARange
local ExceptionSet = self.ExceptionSet
if self.ExceptionSet then
function ExceptionSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: EXCEPTION Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
Object:SetAIOn()
Object:SetCommandInvisible(false)
Object:EnableEmission(true)
end
end
local OGS = OpsGroupSet:GetAliveSet()
for _,_OG in pairs(OGS or {}) do
local OG = _OG -- Ops.OpsGroup#OPSGROUP
local grp = OG:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
function OpsGroupSet:OnAfterAdded(From,Event,To,ObjectName,Object)
local grp = Object:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
end
function VehicleSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: VEHCILE Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object:SetAIOff()
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
end
local SwitchAAA = self.SwitchAAA
function AAASet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: AAA Object Added: "..Object:GetName())
Object:OptionEngageRange(EngageRange)
Object:SetCommandInvisible(true)
if SwitchAAA then
Object:SetAIOff()
Object:EnableEmission(false)
end
Object.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
end
function SAMSet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: SAM Object Added: "..Object:GetName())
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
end
self.VehicleSet = VehicleSet
self.AAASet = AAASet
self.SAMSet = SAMSet
self.OpsGroupSet = OpsGroupSet
self:_InitGroups()
self:__Status(1)
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
if self:GetState() == "Stopped" then
return false
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStatus(From, Event, To)
self:T({From, Event, To})
if self.debug then
local count = self.VehicleSet:CountAlive()
local AAAcount = self.AAASet:CountAlive()
local SAMcount = self.SAMSet:CountAlive()
local text = string.format("Overall: %d | Vehicles: %d | AAA: %d | SAM: %d",count+AAAcount+SAMcount,count,AAAcount,SAMcount)
self:I(text)
end
self:_InitGroups()
if self.FlightSet:CountAlive() > 0 then
local Set = self.FlightSet:GetAliveSet()
for _,_plane in pairs(Set) do
local plane = _plane -- Wrapper.Group#GROUP
local radius = self.PlaneSwitchRange
if plane:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_plane,radius)
end
end
if self:GetState() ~= "Stopped" then
self:__Status(self.Interval)
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- End
--
-------------------------------------------------------------------------------------------------------------
@@ -1629,7 +1629,7 @@ WAREHOUSE = {
-- @field #boolean arrived If true, asset arrived at its destination. -- @field #boolean arrived If true, asset arrived at its destination.
-- --
-- @field #number damage Damage of asset group in percent. -- @field #number damage Damage of asset group in percent.
-- @field Ops.Airwing#AIRWING.Payload payload The payload of the asset. -- @field Ops.AirWing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object. -- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object.
-- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to. -- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to.
-- @field Ops.Legion#LEGION legion The legion this asset belonts to. -- @field Ops.Legion#LEGION legion The legion this asset belonts to.
@@ -3414,7 +3414,7 @@ end
-- FSM states -- FSM states
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Adds event handlers and schedules status updates of reqests and queue. --- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
@@ -3595,7 +3595,6 @@ function WAREHOUSE:onafterStatus(From, Event, To)
local Trepair=self:GetRunwayRepairtime() local Trepair=self:GetRunwayRepairtime()
self:I(self.lid..string.format("Runway destroyed! Will be repaired in %d sec", Trepair)) self:I(self.lid..string.format("Runway destroyed! Will be repaired in %d sec", Trepair))
if Trepair==0 then if Trepair==0 then
self.runwaydestroyed = nil
self:RunwayRepaired() self:RunwayRepaired()
end end
end end
@@ -5394,7 +5393,6 @@ function WAREHOUSE:onafterRunwayDestroyed(From, Event, To)
self.runwaydestroyed=timer.getAbsTime() self.runwaydestroyed=timer.getAbsTime()
return self
end end
--- On after "RunwayRepaired" event. --- On after "RunwayRepaired" event.
@@ -5410,7 +5408,6 @@ function WAREHOUSE:onafterRunwayRepaired(From, Event, To)
self.runwaydestroyed=nil self.runwaydestroyed=nil
return self
end end
@@ -6047,7 +6044,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
else else
if parking and #parking<#template.units and not airstart then if #parking<#template.units and not airstart then
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units) local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
self:_DebugMessage(text) self:_DebugMessage(text)
return nil return nil
@@ -6089,7 +6086,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
terminal=parking[i].TerminalID terminal=parking[i].TerminalID
end end
if self.Debug and terminal then if self.Debug then
local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal) local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
coord:MarkToAll(text) coord:MarkToAll(text)
env.info(text) env.info(text)
@@ -6732,7 +6729,7 @@ end
-- @param Wrapper.Group#GROUP deadgroup Group of unit that died. -- @param Wrapper.Group#GROUP deadgroup Group of unit that died.
-- @param #WAREHOUSE.Pendingitem request Request that needs to be updated. -- @param #WAREHOUSE.Pendingitem request Request that needs to be updated.
function WAREHOUSE:_UnitDead(deadunit, deadgroup, request) function WAREHOUSE:_UnitDead(deadunit, deadgroup, request)
--self:F(self.lid.."FF unit dead "..deadunit:GetName()) self:F(self.lid.."FF unit dead "..deadunit:GetName())
-- Find opsgroup. -- Find opsgroup.
local opsgroup=_DATABASE:FindOpsGroup(deadgroup) local opsgroup=_DATABASE:FindOpsGroup(deadgroup)
@@ -7946,12 +7943,10 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
local clients=_DATABASE.CLIENTS local clients=_DATABASE.CLIENTS
for clientname, client in pairs(clients) do for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname) local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
if template then local units=template.units
local units=template.units for i,unit in pairs(units) do
for i,unit in pairs(units) do local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
local coord=COORDINATE:New(unit.x, unit.alt, unit.y) coords[unit.name]=coord
coords[unit.name]=coord
end
end end
end end
end end
@@ -8122,11 +8117,9 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
-- Debug output for occupied spots. -- Debug output for occupied spots.
if self.Debug then if self.Debug then
local coord=problem.coord --Core.Point#COORDINATE local coord=problem.coord --Core.Point#COORDINATE
if coord then local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist) self:I(self.lid..text)
self:I(self.lid..text) coord:MarkToAll(string.format(text))
coord:MarkToAll(text)
end
else else
self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid)) self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
end end
@@ -8436,13 +8429,11 @@ function WAREHOUSE:_GetAttribute(group)
if group then if group then
local groupCat=group:GetCategory()
----------- -----------
--- Air --- --- Air ---
----------- -----------
-- Planes -- Planes
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes") and groupCat==Group.Category.AIRPLANE local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
local awacs=group:HasAttribute("AWACS") local awacs=group:HasAttribute("AWACS")
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers")) local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers"))
local bomber=group:HasAttribute("Strategic bombers") local bomber=group:HasAttribute("Strategic bombers")
@@ -8597,6 +8588,7 @@ end
-- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed. -- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed.
-- @param #table queue The queue from which the item should be deleted. -- @param #table queue The queue from which the item should be deleted.
function WAREHOUSE:_DeleteQueueItem(qitem, queue) function WAREHOUSE:_DeleteQueueItem(qitem, queue)
self:F({qitem=qitem, queue=queue})
for i=1,#queue do for i=1,#queue do
local _item=queue[i] --#WAREHOUSE.Queueitem local _item=queue[i] --#WAREHOUSE.Queueitem
@@ -48,7 +48,7 @@
do -- ZONE_CAPTURE_COALITION do -- ZONE_CAPTURE_COALITION
-- @type ZONE_CAPTURE_COALITION --- @type ZONE_CAPTURE_COALITION
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #number MarkBlue ID of blue F10 mark. -- @field #number MarkBlue ID of blue F10 mark.
-- @field #number MarkRed ID of red F10 mark. -- @field #number MarkRed ID of red F10 mark.
@@ -161,7 +161,7 @@ do -- ZONE_CAPTURE_COALITION
-- The mission designer can use these values to alter the logic. -- The mission designer can use these values to alter the logic.
-- For example: -- For example:
-- --
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= "Empty" then -- if From ~= "Empty" then
-- -- Display a message -- -- Display a message
@@ -172,7 +172,7 @@ do -- ZONE_CAPTURE_COALITION
-- --
-- ## Example Event Handler. -- ## Example Event Handler.
-- --
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then -- if From ~= To then
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
@@ -273,7 +273,7 @@ do -- ZONE_CAPTURE_COALITION
-- Depending on the zone ownership, different messages are sent. -- Depending on the zone ownership, different messages are sent.
-- Note the methods `ZoneCaptureCoalition:GetZoneName()`. -- Note the methods `ZoneCaptureCoalition:GetZoneName()`.
-- --
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then -- if From ~= To then
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
@@ -294,7 +294,7 @@ do -- ZONE_CAPTURE_COALITION
-- Next is the Event Handler when the **Empty** state transition is triggered. -- Next is the Event Handler when the **Empty** state transition is triggered.
-- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`. -- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`.
-- --
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterEmpty() -- function ZoneCaptureCoalition:OnEnterEmpty()
-- self:Smoke( SMOKECOLOR.Green ) -- self:Smoke( SMOKECOLOR.Green )
-- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) -- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
@@ -304,7 +304,7 @@ do -- ZONE_CAPTURE_COALITION
-- The next Event Handlers speak for itself. -- The next Event Handlers speak for itself.
-- When the zone is Attacked, we smoke the zone white and send some messages to each coalition. -- When the zone is Attacked, we smoke the zone white and send some messages to each coalition.
-- --
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterAttacked() -- function ZoneCaptureCoalition:OnEnterAttacked()
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White ) -- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White )
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
@@ -321,7 +321,7 @@ do -- ZONE_CAPTURE_COALITION
-- When the zone is Captured, we send some victory or loss messages to the correct coalition. -- When the zone is Captured, we send some victory or loss messages to the correct coalition.
-- And we add some score. -- And we add some score.
-- --
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured() -- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition}) -- self:E({Coalition = Coalition})
@@ -641,7 +641,7 @@ do -- ZONE_CAPTURE_COALITION
-- --
-- @usage -- @usage
-- -- For example, one could stop the monitoring when the zone was captured! -- -- For example, one could stop the monitoring when the zone was captured!
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured() -- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition}) -- self:E({Coalition = Coalition})
@@ -17,7 +17,7 @@
do -- Zone do -- Zone
-- @type ZONE_GOAL --- @type ZONE_GOAL
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field Core.Goal#GOAL Goal The goal object. -- @field Core.Goal#GOAL Goal The goal object.
-- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered. -- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered.
@@ -178,7 +178,7 @@ do -- Zone
end end
-- @param #ZONE_GOAL self --- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function ZONE_GOAL:__Destroyed( EventData ) function ZONE_GOAL:__Destroyed( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
@@ -21,7 +21,7 @@
do -- ZoneGoal do -- ZoneGoal
-- @type ZONE_GOAL_CARGO --- @type ZONE_GOAL_CARGO
-- @extends Functional.ZoneGoal#ZONE_GOAL -- @extends Functional.ZoneGoal#ZONE_GOAL
@@ -55,7 +55,7 @@ do -- ZoneGoal
ClassName = "ZONE_GOAL_CARGO", ClassName = "ZONE_GOAL_CARGO",
} }
-- @field #table ZONE_GOAL_CARGO.States --- @field #table ZONE_GOAL_CARGO.States
ZONE_GOAL_CARGO.States = {} ZONE_GOAL_CARGO.States = {}
--- ZONE_GOAL_CARGO Constructor. --- ZONE_GOAL_CARGO Constructor.
@@ -1,4 +1,4 @@
--- **Functional (WIP)** - Base class modeling processes to achieve goals involving coalition zones. --- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
-- --
-- === -- ===
-- --
@@ -16,7 +16,7 @@
do -- ZoneGoal do -- ZoneGoal
-- @type ZONE_GOAL_COALITION --- @type ZONE_GOAL_COALITION
-- @field #string ClassName Name of the Class. -- @field #string ClassName Name of the Class.
-- @field #number Coalition The current coalition ID of the zone owner. -- @field #number Coalition The current coalition ID of the zone owner.
-- @field #number PreviousCoalition The previous owner of the zone. -- @field #number PreviousCoalition The previous owner of the zone.
@@ -48,7 +48,7 @@ do -- ZoneGoal
ObjectCategories = nil, ObjectCategories = nil,
} }
-- @field #table ZONE_GOAL_COALITION.States --- @field #table ZONE_GOAL_COALITION.States
ZONE_GOAL_COALITION.States = {} ZONE_GOAL_COALITION.States = {}
--- ZONE_GOAL_COALITION Constructor. --- ZONE_GOAL_COALITION Constructor.
+1 -1
View File
@@ -10,7 +10,7 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.ScheduleDispatcher#SCHEDU
_DATABASE = DATABASE:New() -- Core.Database#DATABASE _DATABASE = DATABASE:New() -- Core.Database#DATABASE
--- Settings --- Settings
_SETTINGS = SETTINGS:Set() -- Core.Settings#SETTINGS _SETTINGS = SETTINGS:Set()
_SETTINGS:SetPlayerMenuOn() _SETTINGS:SetPlayerMenuOn()
--- Register cargos. --- Register cargos.
+2 -42
View File
@@ -1,6 +1,8 @@
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )
@@ -31,7 +33,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spot.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -47,7 +48,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Marker.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Weapon.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Weapon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Net.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Net.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Storage.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Storage.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/DynamicCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/Cargo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/Cargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoUnit.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoUnit.lua' )
@@ -77,13 +77,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AICSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Autolase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Tiresias.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
@@ -91,31 +84,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/AirWing.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Auftrag.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Awacs.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Brigade.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Chief.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Cohort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Commander.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Fleet.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightControl.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Flotilla.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Intelligence.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Legion.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/NavyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Operation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsTransport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsZone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Platoon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerTask.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Squadron.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Target.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' )
@@ -154,14 +122,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Cube.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Line.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Oval.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Polygon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Triangle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )
-181
View File
@@ -1,181 +0,0 @@
__Moose.Include( 'Utilities\\Enums.lua' )
__Moose.Include( 'Utilities\\Utils.lua' )
__Moose.Include( 'Utilities\\Profiler.lua' )
--__Moose.Include( 'Utilities\\STTS.lua' )
__Moose.Include( 'Utilities\\FiFo.lua' )
__Moose.Include( 'Utilities\\Socket.lua' )
__Moose.Include( 'Core\\Base.lua' )
__Moose.Include( 'Core\\Beacon.lua' )
__Moose.Include( 'Core\\UserFlag.lua' )
__Moose.Include( 'Core\\Report.lua' )
__Moose.Include( 'Core\\Scheduler.lua' )
__Moose.Include( 'Core\\ScheduleDispatcher.lua' )
__Moose.Include( 'Core\\Event.lua' )
__Moose.Include( 'Core\\Settings.lua' )
__Moose.Include( 'Core\\Menu.lua' )
__Moose.Include( 'Core\\Zone.lua' )
__Moose.Include( 'Core\\Velocity.lua' )
__Moose.Include( 'Core\\Database.lua' )
__Moose.Include( 'Core\\Set.lua' )
__Moose.Include( 'Core\\Point.lua' )
__Moose.Include( 'Core\\Pathline.lua' )
__Moose.Include( 'Core\\Message.lua' )
__Moose.Include( 'Core\\Fsm.lua' )
__Moose.Include( 'Core\\Spawn.lua' )
__Moose.Include( 'Core\\SpawnStatic.lua' )
__Moose.Include( 'Core\\Timer.lua' )
__Moose.Include( 'Core\\Goal.lua' )
__Moose.Include( 'Core\\Spot.lua' )
__Moose.Include( 'Core\\Astar.lua' )
__Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
__Moose.Include( 'Wrapper\\Positionable.lua' )
__Moose.Include( 'Wrapper\\Controllable.lua' )
__Moose.Include( 'Wrapper\\Group.lua' )
__Moose.Include( 'Wrapper\\Unit.lua' )
__Moose.Include( 'Wrapper\\Client.lua' )
__Moose.Include( 'Wrapper\\Static.lua' )
__Moose.Include( 'Wrapper\\Airbase.lua' )
__Moose.Include( 'Wrapper\\Scenery.lua' )
__Moose.Include( 'Wrapper\\Marker.lua' )
__Moose.Include( 'Wrapper\\Net.lua' )
__Moose.Include( 'Wrapper\\Weapon.lua' )
__Moose.Include( 'Wrapper\\Storage.lua' )
__Moose.Include( 'Wrapper\\DynamicCargo.lua' )
__Moose.Include( 'Cargo\\Cargo.lua' )
__Moose.Include( 'Cargo\\CargoUnit.lua' )
__Moose.Include( 'Cargo\\CargoSlingload.lua' )
__Moose.Include( 'Cargo\\CargoCrate.lua' )
__Moose.Include( 'Cargo\\CargoGroup.lua' )
__Moose.Include( 'Functional\\Scoring.lua' )
__Moose.Include( 'Functional\\CleanUp.lua' )
__Moose.Include( 'Functional\\Movement.lua' )
__Moose.Include( 'Functional\\Sead.lua' )
__Moose.Include( 'Functional\\Escort.lua' )
__Moose.Include( 'Functional\\MissileTrainer.lua' )
__Moose.Include( 'Functional\\ATC_Ground.lua' )
__Moose.Include( 'Functional\\Detection.lua' )
__Moose.Include( 'Functional\\DetectionZones.lua' )
__Moose.Include( 'Functional\\Designate.lua' )
__Moose.Include( 'Functional\\RAT.lua' )
__Moose.Include( 'Functional\\Range.lua' )
__Moose.Include( 'Functional\\ZoneGoal.lua' )
__Moose.Include( 'Functional\\ZoneGoalCoalition.lua' )
__Moose.Include( 'Functional\\ZoneCaptureCoalition.lua' )
__Moose.Include( 'Functional\\Artillery.lua' )
__Moose.Include( 'Functional\\Suppression.lua' )
__Moose.Include( 'Functional\\PseudoATC.lua' )
__Moose.Include( 'Functional\\Warehouse.lua' )
__Moose.Include( 'Functional\\Fox.lua' )
__Moose.Include( 'Functional\\Mantis.lua' )
__Moose.Include( 'Functional\\Shorad.lua' )
__Moose.Include( 'Functional\\Autolase.lua' )
__Moose.Include( 'Functional\\AICSAR.lua' )
__Moose.Include( 'Functional\\AmmoTruck.lua' )
__Moose.Include( 'Functional\\Tiresias.lua' )
__Moose.Include( 'Functional\\Stratego.lua' )
__Moose.Include( 'Functional\\ClientWatch.lua' )
__Moose.Include( 'Ops\\Airboss.lua' )
__Moose.Include( 'Ops\\RecoveryTanker.lua' )
__Moose.Include( 'Ops\\RescueHelo.lua' )
__Moose.Include( 'Ops\\ATIS.lua' )
__Moose.Include( 'Ops\\Auftrag.lua' )
__Moose.Include( 'Ops\\Target.lua' )
__Moose.Include( 'Ops\\OpsGroup.lua' )
__Moose.Include( 'Ops\\FlightGroup.lua' )
__Moose.Include( 'Ops\\NavyGroup.lua' )
__Moose.Include( 'Ops\\ArmyGroup.lua' )
__Moose.Include( 'Ops\\Cohort.lua' )
__Moose.Include( 'Ops\\Squadron.lua' )
__Moose.Include( 'Ops\\Platoon.lua' )
__Moose.Include( 'Ops\\Legion.lua' )
__Moose.Include( 'Ops\\AirWing.lua' )
__Moose.Include( 'Ops\\Brigade.lua' )
__Moose.Include( 'Ops\\Intelligence.lua' )
__Moose.Include( 'Ops\\Commander.lua' )
__Moose.Include( 'Ops\\OpsTransport.lua' )
__Moose.Include( 'Ops\\CSAR.lua' )
__Moose.Include( 'Ops\\CTLD.lua' )
__Moose.Include( 'Ops\\OpsZone.lua' )
__Moose.Include( 'Ops\\Chief.lua' )
__Moose.Include( 'Ops\\Flotilla.lua' )
__Moose.Include( 'Ops\\Fleet.lua' )
__Moose.Include( 'Ops\\Awacs.lua' )
__Moose.Include( 'Ops\\PlayerTask.lua' )
__Moose.Include( 'Ops\\Operation.lua' )
__Moose.Include( 'Ops\\FlightControl.lua' )
__Moose.Include( 'Ops\\PlayerRecce.lua' )
__Moose.Include( 'Ops\\EasyGCICAP.lua' )
__Moose.Include( 'Ops\\EasyA2G.lua' )
__Moose.Include( 'AI\\AI_Balancer.lua' )
__Moose.Include( 'AI\\AI_Air.lua' )
__Moose.Include( 'AI\\AI_Air_Patrol.lua' )
__Moose.Include( 'AI\\AI_Air_Engage.lua' )
__Moose.Include( 'AI\\AI_A2A_Patrol.lua' )
__Moose.Include( 'AI\\AI_A2A_Cap.lua' )
__Moose.Include( 'AI\\AI_A2A_Gci.lua' )
__Moose.Include( 'AI\\AI_A2A_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_A2G_BAI.lua' )
__Moose.Include( 'AI\\AI_A2G_CAS.lua' )
__Moose.Include( 'AI\\AI_A2G_SEAD.lua' )
__Moose.Include( 'AI\\AI_A2G_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Patrol.lua' )
__Moose.Include( 'AI\\AI_Cap.lua' )
__Moose.Include( 'AI\\AI_Cas.lua' )
__Moose.Include( 'AI\\AI_Bai.lua' )
__Moose.Include( 'AI\\AI_Formation.lua' )
__Moose.Include( 'AI\\AI_Escort.lua' )
__Moose.Include( 'AI\\AI_Escort_Request.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'AI\\AI_Cargo.lua' )
__Moose.Include( 'AI\\AI_Cargo_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Ship.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Actions\\Act_Assign.lua' )
__Moose.Include( 'Actions\\Act_Route.lua' )
__Moose.Include( 'Actions\\Act_Account.lua' )
__Moose.Include( 'Actions\\Act_Assist.lua' )
__Moose.Include( 'Sound\\UserSound.lua' )
__Moose.Include( 'Sound\\SoundOutput.lua' )
__Moose.Include( 'Sound\\Radio.lua' )
__Moose.Include( 'Sound\\RadioQueue.lua' )
__Moose.Include( 'Sound\\RadioSpeech.lua' )
__Moose.Include( 'Sound\\SRS.lua' )
__Moose.Include( 'Tasking\\CommandCenter.lua' )
__Moose.Include( 'Tasking\\Mission.lua' )
__Moose.Include( 'Tasking\\Task.lua' )
__Moose.Include( 'Tasking\\TaskInfo.lua' )
__Moose.Include( 'Tasking\\Task_Manager.lua' )
__Moose.Include( 'Tasking\\DetectionManager.lua' )
__Moose.Include( 'Tasking\\Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2G.lua' )
__Moose.Include( 'Tasking\\Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2A.lua' )
__Moose.Include( 'Tasking\\Task_Cargo.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Transport.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_CSAR.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Globals.lua' )
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+62 -168
View File
@@ -255,7 +255,6 @@
-- @field #boolean skipperUturn U-turn on/off via menu. -- @field #boolean skipperUturn U-turn on/off via menu.
-- @field #number skipperOffset Holding offset angle in degrees for Case II/III manual recoveries. -- @field #number skipperOffset Holding offset angle in degrees for Case II/III manual recoveries.
-- @field #number skipperTime Recovery time in min for manual recovery. -- @field #number skipperTime Recovery time in min for manual recovery.
-- @field #boolean intowindold If true, use old into wind calculation.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Be the boss! --- Be the boss!
@@ -2725,18 +2724,6 @@ function AIRBOSS:SetLSOCallInterval( TimeInterval )
return self return self
end end
--- Set if old into wind calculation is used when carrier turns into the wind for a recovery.
-- @param #AIRBOSS self
-- @param #boolean SwitchOn If `true` or `nil`, use old into wind calculation.
-- @return #AIRBOSS self
function AIRBOSS:SetIntoWindLegacy( SwitchOn )
if SwitchOn==nil then
SwitchOn=true
end
self.intowindold=SwitchOn
return self
end
--- Airboss is a rather nice guy and not strictly following the rules. Fore example, he does allow you into the landing pattern if you are not coming from the Marshal stack. --- Airboss is a rather nice guy and not strictly following the rules. Fore example, he does allow you into the landing pattern if you are not coming from the Marshal stack.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #boolean Switch If true or nil, Airboss bends the rules a bit. -- @param #boolean Switch If true or nil, Airboss bends the rules a bit.
@@ -3088,8 +3075,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1) self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations) --self.SRS:SetModulations(Modulations)
if GoogleCreds then if GoogleCreds then
self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds) self.SRS:SetGoogle(GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
end end
if Voice then if Voice then
self.SRS:SetVoice(Voice) self.SRS:SetVoice(Voice)
@@ -3615,7 +3601,7 @@ function AIRBOSS:onafterStart( From, Event, To )
-- Handle events. -- Handle events.
self:HandleEvent( EVENTS.Birth ) self:HandleEvent( EVENTS.Birth )
self:HandleEvent( EVENTS.RunwayTouch ) self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.EngineShutdown ) self:HandleEvent( EVENTS.EngineShutdown )
self:HandleEvent( EVENTS.Takeoff ) self:HandleEvent( EVENTS.Takeoff )
self:HandleEvent( EVENTS.Crash ) self:HandleEvent( EVENTS.Crash )
@@ -3623,7 +3609,6 @@ function AIRBOSS:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
self:HandleEvent( EVENTS.MissionEnd ) self:HandleEvent( EVENTS.MissionEnd )
self:HandleEvent( EVENTS.RemoveUnit ) self:HandleEvent( EVENTS.RemoveUnit )
self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
-- self.StatusScheduler=SCHEDULER:New(self) -- self.StatusScheduler=SCHEDULER:New(self)
-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5) -- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
@@ -3656,12 +3641,6 @@ function AIRBOSS:onafterStatus( From, Event, To )
local pos = self:GetCoordinate() local pos = self:GetCoordinate()
local speed = self.carrier:GetVelocityKNOTS() local speed = self.carrier:GetVelocityKNOTS()
-- Update magnetic variation if we can get it from DCS.
if require then
self.magvar=pos:GetMagneticDeclination()
--env.info(string.format("FF magvar=%.1f", self.magvar))
end
-- Check water is ahead. -- Check water is ahead.
local collision = false -- self:_CheckCollisionCoord(pos:Translate(self.collisiondist, hdg)) local collision = false -- self:_CheckCollisionCoord(pos:Translate(self.collisiondist, hdg))
@@ -4381,7 +4360,7 @@ function AIRBOSS:onafterStop( From, Event, To )
-- Unhandle events. -- Unhandle events.
self:UnHandleEvent( EVENTS.Birth ) self:UnHandleEvent( EVENTS.Birth )
self:UnHandleEvent( EVENTS.RunwayTouch ) self:UnHandleEvent( EVENTS.Land )
self:UnHandleEvent( EVENTS.EngineShutdown ) self:UnHandleEvent( EVENTS.EngineShutdown )
self:UnHandleEvent( EVENTS.Takeoff ) self:UnHandleEvent( EVENTS.Takeoff )
self:UnHandleEvent( EVENTS.Crash ) self:UnHandleEvent( EVENTS.Crash )
@@ -5221,7 +5200,6 @@ function AIRBOSS:_InitVoiceOvers()
TOMCAT = { file = "PILOT-Tomcat", suffix = "ogg", loud = false, subtitle = "", duration = 0.66, subduration = 5 }, TOMCAT = { file = "PILOT-Tomcat", suffix = "ogg", loud = false, subtitle = "", duration = 0.66, subduration = 5 },
HORNET = { file = "PILOT-Hornet", suffix = "ogg", loud = false, subtitle = "", duration = 0.56, subduration = 5 }, HORNET = { file = "PILOT-Hornet", suffix = "ogg", loud = false, subtitle = "", duration = 0.56, subduration = 5 },
VIKING = { file = "PILOT-Viking", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 }, VIKING = { file = "PILOT-Viking", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
GREYHOUND = { file = "PILOT-Greyhound", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
BALL = { file = "PILOT-Ball", suffix = "ogg", loud = false, subtitle = "", duration = 0.50, subduration = 5 }, BALL = { file = "PILOT-Ball", suffix = "ogg", loud = false, subtitle = "", duration = 0.50, subduration = 5 },
BINGOFUEL = { file = "PILOT-BingoFuel", suffix = "ogg", loud = false, subtitle = "", duration = 0.80 }, BINGOFUEL = { file = "PILOT-BingoFuel", suffix = "ogg", loud = false, subtitle = "", duration = 0.80 },
GASATDIVERT = { file = "PILOT-GasAtDivert", suffix = "ogg", loud = false, subtitle = "", duration = 1.80 }, GASATDIVERT = { file = "PILOT-GasAtDivert", suffix = "ogg", loud = false, subtitle = "", duration = 1.80 },
@@ -6496,7 +6474,7 @@ function AIRBOSS:_LandAI( flight )
or flight.actype == AIRBOSS.AircraftCarrier.RHINOF or flight.actype == AIRBOSS.AircraftCarrier.RHINOF
or flight.actype == AIRBOSS.AircraftCarrier.GROWLER then or flight.actype == AIRBOSS.AircraftCarrier.GROWLER then
Speed = UTILS.KnotsToKmph( 200 ) Speed = UTILS.KnotsToKmph( 200 )
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D or flight.actype == AIRBOSS.AircraftCarrier.C2A then elseif flight.actype == AIRBOSS.AircraftCarrier.E2D then
Speed = UTILS.KnotsToKmph( 150 ) Speed = UTILS.KnotsToKmph( 150 )
elseif flight.actype == AIRBOSS.AircraftCarrier.F14A_AI or flight.actype == AIRBOSS.AircraftCarrier.F14A or flight.actype == AIRBOSS.AircraftCarrier.F14B then elseif flight.actype == AIRBOSS.AircraftCarrier.F14A_AI or flight.actype == AIRBOSS.AircraftCarrier.F14A or flight.actype == AIRBOSS.AircraftCarrier.F14B then
Speed = UTILS.KnotsToKmph( 175 ) Speed = UTILS.KnotsToKmph( 175 )
@@ -8291,7 +8269,7 @@ end
--- Airboss event handler for event land. --- Airboss event handler for event land.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AIRBOSS:OnEventRunwayTouch( EventData ) function AIRBOSS:OnEventLand( EventData )
self:F3( { eventland = EventData } ) self:F3( { eventland = EventData } )
-- Nil checks. -- Nil checks.
@@ -9776,7 +9754,7 @@ function AIRBOSS:_Groove( playerData )
local glideslopeError = groovedata.GSE local glideslopeError = groovedata.GSE
local AoA = groovedata.AoA local AoA = groovedata.AoA
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 and playerData.unit:IsInZone( self:_GetZoneLineup() )) then if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 or playerData.unit:IsInZone( self:_GetZoneLineup() )) then
-- Start time in groove -- Start time in groove
playerData.TIG0 = timer.getTime() playerData.TIG0 = timer.getTime()
@@ -11497,7 +11475,7 @@ end
--- Get wind direction and speed at carrier position. --- Get wind direction and speed at carrier position.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number alt Altitude ASL in meters. Default 18 m. -- @param #number alt Altitude ASL in meters. Default 15 m.
-- @param #boolean magnetic Direction including magnetic declination. -- @param #boolean magnetic Direction including magnetic declination.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position.
-- @return #number Direction the wind is blowing **from** in degrees. -- @return #number Direction the wind is blowing **from** in degrees.
@@ -11569,31 +11547,10 @@ end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway. --- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned. -- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees. -- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck. function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
function AIRBOSS:GetHeadingIntoWind(vdeck, magnetic, coord )
if self.intowindold then
--env.info("FF use OLD into wind")
return self:GetHeadingIntoWind_old(vdeck, magnetic, coord)
else
--env.info("FF use NEW into wind")
return self:GetHeadingIntoWind_new(vdeck, magnetic, coord)
end
end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
local function adjustDegreesForWindSpeed(windSpeed) local function adjustDegreesForWindSpeed(windSpeed)
local degreesAdjustment = 0 local degreesAdjustment = 0
@@ -11650,13 +11607,7 @@ function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
intowind = intowind + 360 intowind = intowind + 360
end end
-- Wind speed. return intowind
--local _, vwind = self:GetWind()
-- Speed of carrier in m/s but at least 4 knots.
local vtot = math.max(vdeck-UTILS.MpsToKnots(vwind), 4)
return intowind, vtot
end end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway. --- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
@@ -11667,7 +11618,7 @@ end
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees. -- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck. -- @return #number Carrier speed in knots to reach desired wind speed on deck.
function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord ) function AIRBOSS:GetHeadingIntoWind( vdeck, magnetic, coord )
-- Default offset angle. -- Default offset angle.
local Offset=self.carrierparam.rwyangle or 0 local Offset=self.carrierparam.rwyangle or 0
@@ -12171,18 +12122,16 @@ function AIRBOSS:_LSOgrade( playerData )
local GIC, nIC = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.IC ) local GIC, nIC = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.IC )
local GAR, nAR = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.AR ) local GAR, nAR = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.AR )
-- VTOL approach, which is graded differently (currently only Harrier).
local vtol=playerData.actype==AIRBOSS.AircraftCarrier.AV8B
-- Put everything together. -- Put everything together.
local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR
-- Count number of minor/small nS, normal nN and major/large deviations nL. -- Count number of minor, normal and major deviations.
local N=nXX+nIM+nIC+nAR local N=nXX+nIM+nIC+nAR
local Nv=nXX+nIM
local nL=count(G, '_')/2 local nL=count(G, '_')/2
local nS=count(G, '%(') local nS=count(G, '%(')
local nN=N-nS-nL local nN=N-nS-nL
local nNv=Nv-nS-nL
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn. -- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
local Tgroove=playerData.Tgroove local Tgroove=playerData.Tgroove
@@ -12198,64 +12147,34 @@ function AIRBOSS:_LSOgrade( playerData )
G = "Unicorn" G = "Unicorn"
else else
if vtol then -- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation. -- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.
if nL > 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nNv >= 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
elseif nNv < 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only minor average deviations ==> "OK" Pass with minor deviations and corrections. (test nNv<=1 and)
grade="OK"
points=4.0
elseif nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN> 0 then
-- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade="OK"
points=4.0
end
-- Normal laning part at the beginning
local Gb = GXX .. " " .. GIM
-- Number of deviations that occurred at the the beginning of the landing (XX or IM). These are graded like in non-VTOL landings, i.e. on deviations is
local N=nXX+nIM
local nL=count(Gb, '_')/2
local nS=count(Gb, '%(')
local nN=N-nS-nL
-- VTOL part of the landing
local Gv = GIC .. " " .. GAR
-- Number of deviations that occurred at the the end (VTOL part) of the landing (IC or AR).
local Nv=nIC+nAR
local nLv=count(Gv, '_')/2
local nSv=count(Gv, '%(')
local nNv=Nv-nSv-nLv
if nL>0 or nLv>1 then
-- Larger deviations at XX or IM or at least one larger deviation IC or AR==> "No grade" 2.0 points.
-- In other words, we allow one larger deviation at IC+AR
grade="--"
points=2.0
elseif nN>0 or nNv>1 or nLv==1 then
-- Average deviations at XX+IM or more than one normal deviation IC or AR ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade="OK"
points=4.0
end
else
-- This is a normal (non-VTOL) landing.
if nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN> 0 then
-- No larger but average/normal deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections ==> "Okay pass" 4.0 points.
grade="OK"
points=4.0
end
end
end end
-- Replace" )"( and "__" -- Replace" )"( and "__"
@@ -14328,8 +14247,6 @@ function AIRBOSS:_GetACNickname( actype )
nickname = "Harrier" nickname = "Harrier"
elseif actype == AIRBOSS.AircraftCarrier.E2D then elseif actype == AIRBOSS.AircraftCarrier.E2D then
nickname = "Hawkeye" nickname = "Hawkeye"
elseif actype == AIRBOSS.AircraftCarrier.C2A then
nickname = "Greyhound"
elseif actype == AIRBOSS.AircraftCarrier.F14A_AI or actype == AIRBOSS.AircraftCarrier.F14A or actype == AIRBOSS.AircraftCarrier.F14B then elseif actype == AIRBOSS.AircraftCarrier.F14A_AI or actype == AIRBOSS.AircraftCarrier.F14A or actype == AIRBOSS.AircraftCarrier.F14B then
nickname = "Tomcat" nickname = "Tomcat"
elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then
@@ -14367,56 +14284,33 @@ function AIRBOSS:_GetOnboardNumbers( group, playeronly )
-- Debug text. -- Debug text.
local text = string.format( "Onboard numbers of group %s:", groupname ) local text = string.format( "Onboard numbers of group %s:", groupname )
local template=group:GetTemplate() -- Units of template group.
local units = group:GetTemplate().units
-- Get numbers.
local numbers = {} local numbers = {}
if template then for _, unit in pairs( units ) do
-- Units of template group. -- Onboard number and unit name.
local units = template.units local n = tostring( unit.onboard_num )
local name = unit.name
local skill = unit.skill or "Unknown"
-- Get numbers. -- Debug text.
for _, unit in pairs( units ) do text = text .. string.format( "\n- unit %s: onboard #=%s skill=%s", name, n, tostring( skill ) )
-- Onboard number and unit name.
local n = tostring( unit.onboard_num )
local name = unit.name
local skill = unit.skill or "Unknown"
-- Debug text.
text = text .. string.format( "\n- unit %s: onboard #=%s skill=%s", name, n, tostring( skill ) )
if playeronly and skill == "Client" or skill == "Player" then
-- There can be only one player in the group, so we skip everything else.
return n
end
-- Table entry.
numbers[name] = n
end
-- Debug info.
self:T2( self.lid .. text )
else
if playeronly then
return 101
else
local units=group:GetUnits()
for i,_unit in pairs(units) do
local name=_unit:GetName()
numbers[name]=100+i
end
if playeronly and skill == "Client" or skill == "Player" then
-- There can be only one player in the group, so we skip everything else.
return n
end end
-- Table entry.
numbers[name] = n
end end
-- Debug info.
self:T2( self.lid .. text )
return numbers return numbers
end end
@@ -14680,7 +14574,7 @@ function AIRBOSS:_GetPlayerUnitAndName( _unitName )
-- Get DCS unit from its name. -- Get DCS unit from its name.
local DCSunit = Unit.getByName( _unitName ) local DCSunit = Unit.getByName( _unitName )
if DCSunit and DCSunit.getPlayerName then if DCSunit then
-- Get player name if any. -- Get player name if any.
local playername = DCSunit:getPlayerName() local playername = DCSunit:getPlayerName()
@@ -15651,7 +15545,7 @@ function AIRBOSS:_Number2Sound( playerData, sender, number, delay )
end end
-- Split string into characters. -- Split string into characters.
local numbers = _split( tostring(number) ) local numbers = _split( number )
local wait = 0 local wait = 0
for i = 1, #numbers do for i = 1, #numbers do
@@ -15719,7 +15613,7 @@ function AIRBOSS:_Number2Radio( radio, number, delay, interval, pilotcall )
end end
-- Split string into characters. -- Split string into characters.
local numbers = _split( tostring(number) ) local numbers = _split( number )
local wait = 0 local wait = 0
for i = 1, #numbers do for i = 1, #numbers do
@@ -18087,7 +17981,7 @@ function AIRBOSS:_MarkCaseZones( _unitName, flare )
self:_GetZoneArcIn( case ):FlareZone( FLARECOLOR.White, 45 ) self:_GetZoneArcIn( case ):FlareZone( FLARECOLOR.White, 45 )
text = text .. "\n* arc turn in with WHITE flares" text = text .. "\n* arc turn in with WHITE flares"
self:_GetZoneArcOut( case ):FlareZone( FLARECOLOR.White, 45 ) self:_GetZoneArcOut( case ):FlareZone( FLARECOLOR.White, 45 )
text = text .. "\n* arc turn out with WHITE flares" text = text .. "\n* arc trun out with WHITE flares"
end end
end end
@@ -18139,7 +18033,7 @@ function AIRBOSS:_MarkCaseZones( _unitName, flare )
self:_GetZoneArcIn( case ):SmokeZone( SMOKECOLOR.Blue, 45 ) self:_GetZoneArcIn( case ):SmokeZone( SMOKECOLOR.Blue, 45 )
text = text .. "\n* arc turn in with BLUE smoke" text = text .. "\n* arc turn in with BLUE smoke"
self:_GetZoneArcOut( case ):SmokeZone( SMOKECOLOR.Blue, 45 ) self:_GetZoneArcOut( case ):SmokeZone( SMOKECOLOR.Blue, 45 )
text = text .. "\n* arc turn out with BLUE smoke" text = text .. "\n* arc trun out with BLUE smoke"
end end
end end
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File diff suppressed because it is too large Load Diff

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